You're probably low on plastic because almost all factories need plastic. In fact, there are only four (!) out of all the factories that doesn't use plastic. There is a spreadsheet that works pretty well for figuring out a good balance. Also, you might have done this and I just missed it, but using a warehouse for commercial goods might help that new zoned industry produce goods for the nearby commercial buildings and not just head for the train station. I love this city and I'm so glad there seem to be so much more space to use on it
Hey biffa just a tip the fill setting actually reduces the chances of the warehouses shipping materials to the factory. Think of it like this Empty = Always export first; Balance = Supply local, store some, export extra; and Fill = store and import materials, only supply extra meaning they will not deliver until the have full even if a call for goods is put out
Yeah, I also feel that setting your warehouses next to your processing buildings to fill won't solve the issues, you will just be stacking products far away from your factories. Warehouses next to processing buildings should be set on empty to ensure that the trucks of the processing building do not have to drive across the city but have a warehouse nearby to 'dump' the products. This warehouses in its turn should empty themselves by transport the products to the warehouses in your factory areas. I noticed that some of the neat looking warehouses you use from the workshop have a low number of trucks. I think having more trucks available to transport products from processing areas to factory areas is a solution to the issue.
Na, I dont think so. It would make no sense at all to have the fill option in there if it would be like that. I think it is the amount of goods you export. Empty: Export as much as possible, balanced: Like you said, Fill: No export untill it is filled. Just deliver to factories.
@@ChaosEIC Literally just wrote what devs said when this was released. Fill wants to keep 90-100% all the time so if its 70% and a factory needs something it will not send anything out till it reaches the 90% mark
When the time comes to build out that new factory area, that poor abandoned factory looks so lonely over there, it'd be pretty cool to see you incorporate a kind of abandoned or neglected section utilizing it. Wouldn't necessarily fit in with all the shiny new bits but could be interesting!
I so badly want to see that unused highway connection linked up to **something** too, maybe that could be turned into a little access road into that area (not even sure if it's in the right place for that but if it is, it'd be handy).
When you are setting the spawn points of the buildings there's a bit top right to set for all buildings of that type. Not useful for the single use buildings but for things you put down regularly and have to change the spawn it saves a lot of time.
When moving the spawn points back into the warehouse some so the vehicles enter and leave threw the door it helps with traffic back ups on the road. Love your series and have learned a lot about the game from you. Keep it up just wanted to throw that out there since your traffic is starting to back up some in those areas.
Hi Biffa, 1. If you want more workers in the industry areas, maybe give them mass transit options to get to work? 2. The new industrial area is by the sea. Golden opportunity for using the barges mod! Additionally, you could squeeze a cargo port/train hub in the bay, possibly. 3. The way you set up your factories and warehouses, as well as producers and storages, the trucks have to do a great detour to get to a nearby building, I think. Perhaps give them places to make a U-turn to shorten that? Or better yet, arrange it in a more efficient way. 4. I love how, instead of just moving the highway a tiny little bit, you've decided to move the two plantations, the pulp factory and their roads - only to then move the mountain as well...
I would love if you could "beautify" some of the factory areas, adding cement rather than the patchy grass and some of the more industrial props. would really being a sense of completion to these areas.
29:17 What? no! All the paper trucks (for example) unuse right now... You need to add more produce! Take a look at the Forestry Area Info, you make tons of forestry produce but not that much paper and planed timber...
I've been wondering if the dam is fully connected to the whole city. I'm sure it probably is but unless that's it, maybe a power line got knocked out during construction and split the city into two separate power zones. It looks like power generation is WAY high enough so you're right, something somewhere must be split.
I found that if you specialize offices into "IT Clusters", that they produce a bit of good. I actually found out as I started getting the symbol "No buyers for goods" when I had a very large IT Cluster in one of my maps. So pretty sure you can zone IT Clusters and they they will curb the demand as well. They just produce less, so it might not be the best solution if you're missing TONS of goods. But I found it a nice find.
If you were to put a district around your new factory area, you can use the filter industrial waste policy to reduce pollution. There's also a policy to upgrade all the industrial buildings for workplaces to hire more educated workers which I also think reduces pollution (I think it's called Industry 2.0?). Don't quote me on that though, it's been a while since I've played!
26:24 you still have that completely unconnected avenue through the industry area. You placed it down saying it was temporary but it still leads to nowhere, causing all the sidestreets needing to function as main roads and making them busy.
after watching alot of biffa's videos and see his entire industry works, IMO spawn control is another essential traffic control tool you can use to prevent clogged industry roads lol... i noticed that moving spawn points can redirect where vehicles drop/load cargo, thus control traffic flow in your industry.. so clever placing of buildings and spawn point placement can have massive effect to your traffic as well..
OK, thank you - I was having lots of problems with my own farming and forestry factories being out of raw materials, while simultaneously having too many raw materials sitting in the fields. The answer seems to be "use more warehouses as the intermediary steps, so that you don't loose all of your trucks on delivery routes"....plus have an additional warehouse on the final side for external deliveries....and put in more rail lines to make external deliveries faster.
Hello Biffa and everyone! I've just discovered some weeks ago a Mod making the game a little but more realistic, it's "Realistic Population", which changes the number of households and workers depending on the density and the level of the building. I'm sure it's too late for you to use it in New Tealand because it will unbalanced all your needs, but maybe for the future it would be great to see you using it! Thanks for your videos, always a pleasure to look and learn from you. Greetings from a French girl living in Spain.
hi, nice tutorial video, love it, at 25:45 you were watching the cars come out of the train terminal, it would look realy good if you put a little piece of 4 lane industrial road at the end, it will look like a cul de sac sort of thingy
I don't know why but the trucks that **spawn** at the cargo train terminal (after a train arrives) seem to turn right when leaving it and go to the end of the road to turn around. The trucks that have come from elsewhere in the city to **deliver** to the cargo train terminal turn left when they re-spawn to go back home. Maybe the game forces newly spawned trucks to always turn right as a way to reduce traffic conflict, but they never programmed that behaviour for delivery trucks because they tend to arrive individually rather than en masse?
OK, I am a bit late on watching this episode for New Tealand, but, after watching your Industries DLC series (#21 was awesome in your recognition of how the industries shares materials) I have to say that when you can, you should add more workers barracks, it is a quick way to add workers as well, and, increase productivity as well as lessen pollution. A level 1 large ore mind will extract 11,200 unit of ore a week, but a level 5 large ore mine will produce 25,984 units a week (20 workers barracks). This also shows that you need more storage space for said raw materials. Processors also get a production boost, so you need more processed materials storage as well. The good thing is that as your levels increase, and larger extractors are available, you can place the larger extractors, and get rid of the smaller ones and still keep up your production numbers as well as export.
I can't remember if you have yet, but fish factories in the fishing industry produce Commercial Zone goods from your fish farms & harbours. That would be one way of bolstering local production of goods.
Biffa, in regards to your new "cargo train thingy-mi-jigy". If you are going for a more realistic train rail it needs to be less than 1.5% grade for cargo trains but the rails that you put in are 3.7% and 2.9%. Just thought you might like the added challenge of having to have more space for proper grade. Also here is a quote that also talks about regular high speed rail grades that you could also implement: "High-speed railways commonly allow 2.5% to 4% because the trains must be strong and have many wheels with power to reach very high speeds. For freight trains, gradients should be as gentle as possible, preferably below 1.5%." P.S. Highways usually allow up to 5% grade but can go up to 7%; local roads can go up to 15% for down grades and 10% for up grades. Also airplane taxi ways are between 1% and 3%.
Nice one Bifster, entertaining lunch break. Mucky buckets! Consideration of lifting the whole cargo station to the same level as the main rail line? Then you can just drop the road once it's spanned the motorway and it's then only one uppy-downy and not so much horky-borky... And now back to my regularly scheduled programming. Enjoy the afternoon Biffa, look forward to Snowtown Episode-Next.
Just want to say Biffa, your videos are always a highlight to watch during my lunch break, I love this New Tealand series and always gives me that itch to play again! Keep up the good work sir.
The thing about specialized industries is that they always take to long to fully become full, in terms of employees. What I do is put more building that will fill in with employees. Even if there is other building not 100% full.
I just started watching this series a couple of weeks ago so I’m not caught up on all the videos but if you haven’t done it yet I really think you should reconsider some connections both on the roads & the trains. Somethings are not connected to highways even though there are some connections nearby, like in this area & most of the different districts are disconnected from each other or just by a small bridge… 😅 It makes the traffic taking unnecessary paths that keeps all the traffic going through the same areas & causing traffic jams 😅😢 Also you have enough power it’s just disconnected from each other
YMMV, but my experience with the specialized industry is that it's cheaper and more efficient to import the raw material that you need for your industry buildings like saw mill etc. This means you don't need to make space for large fields to grow the trees, and you don't need to worry about the upkeep cost of of those areas (I haven't done the math, but it seemed to me it was cheaper to import it anyway). Specialized products like planed timber is so much more valuable than raw timber that the cost of importing is negligible. If you're wondering how to import, just set up a storage facility for the raw material (like a log yard) and set it to balanced or fill. Balanced means it'll stop importing once it reaches halfway full, but fill seems to mess with getting it out to the industry that needs the material?
I think : what you store for something else to use far away = BALANCED. Your output you want to sell you can put to EMPTY. The storage of things as input to a close by factory to FILL.
I think there is a call order for special products. First it will go to factories, then warehouses if no one is calling for it. Then export if there is no warehouse space available. I also found out through testing that I make far more money by keeping my factories at 100% instead of 150%. I think it's because I never run out of special products and the factories keep producing with no downtime.
Question??? Do mail trucks use cargo airports, cargo trains, and cargo ships? Is it worth putting in warehouses if you are near to a cargo transport or where the goods are produced... or if you are exporting to a nearby cargo port for finished goods?
It would be great if you tried EDS mod, enhanced districts .. it helps greatly with goods and production management. By default goods and tracks can go from anywhere to anywhere even if it's on opposite side of the city and you have warehouse near requester. But with EDS you can setup warehouses and factories to work with exact suppliers or requesters. @Biffa
Have you had a look at the elevated freight stations on the workshop? Getting the train tracks above the road level makes traffic management a breeze when you don’t have to worry about level crossings.
you could have placed your cargo train station on the opposite side of the tracks, and then run a road along the track and meet up with the open highway connections that goes under the overpass. That way you wouldnt have to cross over the highway, you would make more room for your factories, and would use existing open roads.
Has another huge plot in the forestry area, but decides to build a bridge over the river. sigh... However, besides that - I cannot begin to tell you how happy I've been with you recent uptick in video releases lately. It's been wonderful!!!
You need Ferry docks in all of these new areas, as well as cargo docks in the industry areas. You should be able to create a circuit of ferries around the main island by now going both ways...
You need to decorate that roundabout with something olde industry. Are there any props like coal mining shafts? Or maybe you could put that old factory in the middle and then sink it down into the ground with the move it mod, so that only the chimneys can be seen. In the same way you found the alien rock was buried in the ground.
I'm sure plastic production is broken in the game. You always run out of plastics, no matter how many production/storage buildings you have and no matter what you set the warehouses to.
Looks like the printing press can mesh together with the soft paper factory. The soft paper factory has a big gap in its footprint because it's oddly-shaped.
Biffa, please go and finish the other side of the highway interchange at the factory are you built today. All vehicles coming to the opera house and nearby touris are are forced to go though the roundabout at the factory are, that will soon create traffic backups
If you would look back just a little bit where you pit the cargo area the line crossed the road and you could of branched off that part to put the cargo train line in so you didn't cross over the road in multiple places and feed the new factories
Biffa excellent job on building the city on this map and it looks incredible. Also congratulations on winning the competition that you did a while back.
Heya Biffa. The infografic at the beginning was very helpful. Thanks for that! As to your industry: I fear that you might have too many warehouses sprinkled around the city so that the AI (or maybe the warehouse mod) might get a little confused/overwhelmed. Maybe use only a single warehouse per product in each region?
I think, for your industry near the factories, you should do like in Antarteaca, and make a forestry district there so you do not have the pollution and also stick to the theme on that side of the island.
Hey Biffa, just out of interest, have you ever played Factorio? If not, it’s all about balancing resources and it super fun! I think you may enjoy it! 😊
Who else could foresee that Biffa was going to find a space big enough for his humongous factory and then build a road right through the middle of it 🤣
6:25 Biffa: "I've just spotted a little mistake, and I'm not sure if anyone put this in the comments.." I remember this episode, there were MANY comments..
If you dont have a warehouse fornthe forestry products, i have seen them import and watch deliveries come down the freeways. I have also seen the trucks go from the field to the factory to deliver but if they are full, they will export and tie up a freight truck i believe.
The basics is that without warehouses, the factories, industries, and shops just look for if there is some available at the moment they need it/need to get rid of it. If no one needs it right as it's set to leave the factory, it exports. If the commercial building can't find some goods ready just when they need it, it imports. Even if they could've have it delivered just a couple of minutes earlier, or before. The warehouses will keep goods in the city until a shop needs it, reducing both export and import. Like it should be done. (also, Industries are fun)
Only 6 min in (and a few weeks behind) but you do indeed have a different area for your forestry industry, you just couldn't see it because it is so dang far away :)
A little note on the intersection at the opening: the right-hand lane coming in from the left is dedicated left-right; did you want it that way, or should it be left-straight?
30:08 Rest in peace rock 😭
You're probably low on plastic because almost all factories need plastic. In fact, there are only four (!) out of all the factories that doesn't use plastic. There is a spreadsheet that works pretty well for figuring out a good balance. Also, you might have done this and I just missed it, but using a warehouse for commercial goods might help that new zoned industry produce goods for the nearby commercial buildings and not just head for the train station. I love this city and I'm so glad there seem to be so much more space to use on it
Hey, where can I find this spreadsheet?
@@claasguttstein9749 Reddit.
Hey biffa just a tip the fill setting actually reduces the chances of the warehouses shipping materials to the factory. Think of it like this Empty = Always export first; Balance = Supply local, store some, export extra; and Fill = store and import materials, only supply extra meaning they will not deliver until the have full even if a call for goods is put out
I'm pretty sure I actually learned that from Biffa ...
Yeah, I also feel that setting your warehouses next to your processing buildings to fill won't solve the issues, you will just be stacking products far away from your factories. Warehouses next to processing buildings should be set on empty to ensure that the trucks of the processing building do not have to drive across the city but have a warehouse nearby to 'dump' the products. This warehouses in its turn should empty themselves by transport the products to the warehouses in your factory areas.
I noticed that some of the neat looking warehouses you use from the workshop have a low number of trucks. I think having more trucks available to transport products from processing areas to factory areas is a solution to the issue.
Normally the balanced setting is for 90% of the warehouses the right setting.
Na, I dont think so. It would make no sense at all to have the fill option in there if it would be like that. I think it is the amount of goods you export. Empty: Export as much as possible, balanced: Like you said, Fill: No export untill it is filled. Just deliver to factories.
@@ChaosEIC Literally just wrote what devs said when this was released. Fill wants to keep 90-100% all the time so if its 70% and a factory needs something it will not send anything out till it reaches the 90% mark
When the time comes to build out that new factory area, that poor abandoned factory looks so lonely over there, it'd be pretty cool to see you incorporate a kind of abandoned or neglected section utilizing it. Wouldn't necessarily fit in with all the shiny new bits but could be interesting!
I so badly want to see that unused highway connection linked up to **something** too, maybe that could be turned into a little access road into that area (not even sure if it's in the right place for that but if it is, it'd be handy).
That’s a good idea. You could even replicate something like Paper Island in Copenhagen. A nice place for foodies to go!
I took two of those old buildings and placed them over the top of a end of line cargo station. Takes some tweaking but it looks pretty cool.
When you are setting the spawn points of the buildings there's a bit top right to set for all buildings of that type. Not useful for the single use buildings but for things you put down regularly and have to change the spawn it saves a lot of time.
Those non-Biffa mondays are hard man...
The struggle is real.
Can't eat meals without it sometimes... 😅
When moving the spawn points back into the warehouse some so the vehicles enter and leave threw the door it helps with traffic back ups on the road. Love your series and have learned a lot about the game from you. Keep it up just wanted to throw that out there since your traffic is starting to back up some in those areas.
Hi Biffa,
1. If you want more workers in the industry areas, maybe give them mass transit options to get to work?
2. The new industrial area is by the sea. Golden opportunity for using the barges mod! Additionally, you could squeeze a cargo port/train hub in the bay, possibly.
3. The way you set up your factories and warehouses, as well as producers and storages, the trucks have to do a great detour to get to a nearby building, I think. Perhaps give them places to make a U-turn to shorten that? Or better yet, arrange it in a more efficient way.
4. I love how, instead of just moving the highway a tiny little bit, you've decided to move the two plantations, the pulp factory and their roads - only to then move the mountain as well...
BIFFA BIFFA, you murdered a rock 30:07
Fun fact: The release of this episode means that there has been one more episode on New Tealand than in Teaport,glad to see this city evolving
I would love if you could "beautify" some of the factory areas, adding cement rather than the patchy grass and some of the more industrial props. would really being a sense of completion to these areas.
29:17 What? no! All the paper trucks (for example) unuse right now... You need to add more produce! Take a look at the Forestry Area Info, you make tons of forestry produce but not that much paper and planed timber...
That highway connection by the Opera house needs to be connected to the main road, my OCD will thank you!
Pleaseeee. Every episode I notice it 😭
Hey biff! think you have an issue with split power zones. Looks like you’re making enough power but it’s not reaching every where
I've been wondering if the dam is fully connected to the whole city. I'm sure it probably is but unless that's it, maybe a power line got knocked out during construction and split the city into two separate power zones. It looks like power generation is WAY high enough so you're right, something somewhere must be split.
@@bobblebardsley My guess would be the dam as well. 99% sure everything else is still connected.
I found that if you specialize offices into "IT Clusters", that they produce a bit of good. I actually found out as I started getting the symbol "No buyers for goods" when I had a very large IT Cluster in one of my maps. So pretty sure you can zone IT Clusters and they they will curb the demand as well. They just produce less, so it might not be the best solution if you're missing TONS of goods. But I found it a nice find.
Also, the goods they produce don't require trucks to transport, so they are very good for high traffic areas.
Every time I jump with happiness from the notification of a new video
:-)
Happyteaniss
I was literally waiting for your video today... Dunno why, but I feel a need for one biffa video every day...obsession it seems😂
Glad you like them!
Watch the old ones :)
@@BetterCitiesYT ya ya I do watch them😂
@@BiffaPlaysCitiesSkylines 😊😊
If you were to put a district around your new factory area, you can use the filter industrial waste policy to reduce pollution. There's also a policy to upgrade all the industrial buildings for workplaces to hire more educated workers which I also think reduces pollution (I think it's called Industry 2.0?). Don't quote me on that though, it's been a while since I've played!
You do have a secondary forest area. Its near you main part of the city where the factory's are, next to the highway.
What he said
Yep, near the car plant
You should add cargo barges to the new factory area. Especially for your ore products.
26:24 you still have that completely unconnected avenue through the industry area. You placed it down saying it was temporary but it still leads to nowhere, causing all the sidestreets needing to function as main roads and making them busy.
after watching alot of biffa's videos and see his entire industry works, IMO spawn control is another essential traffic control tool you can use to prevent clogged industry roads lol... i noticed that moving spawn points can redirect where vehicles drop/load cargo, thus control traffic flow in your industry.. so clever placing of buildings and spawn point placement can have massive effect to your traffic as well..
Finally he's back. We missed you on Monday.
OK, thank you - I was having lots of problems with my own farming and forestry factories being out of raw materials, while simultaneously having too many raw materials sitting in the fields. The answer seems to be "use more warehouses as the intermediary steps, so that you don't loose all of your trucks on delivery routes"....plus have an additional warehouse on the final side for external deliveries....and put in more rail lines to make external deliveries faster.
Biffa I love that you have two city video series going on at the same time. Please keep it up. As a vanilla player it helps me quite a bit.
Hello Biffa and everyone!
I've just discovered some weeks ago a Mod making the game a little but more realistic, it's "Realistic Population", which changes the number of households and workers depending on the density and the level of the building. I'm sure it's too late for you to use it in New Tealand because it will unbalanced all your needs, but maybe for the future it would be great to see you using it!
Thanks for your videos, always a pleasure to look and learn from you. Greetings from a French girl living in Spain.
Maybe in the future, thanks :-)
I watch your videos every day during my lunch at work. It's the highlight of my day!! Looking forward to tomorrow's snow!
Thanks! dougthethug1000 :-)
hi, nice tutorial video, love it, at 25:45 you were watching the cars come out of the train terminal, it would look realy good if you put a little piece of 4 lane industrial road at the end, it will look like a cul de sac sort of thingy
I don't know why but the trucks that **spawn** at the cargo train terminal (after a train arrives) seem to turn right when leaving it and go to the end of the road to turn around. The trucks that have come from elsewhere in the city to **deliver** to the cargo train terminal turn left when they re-spawn to go back home. Maybe the game forces newly spawned trucks to always turn right as a way to reduce traffic conflict, but they never programmed that behaviour for delivery trucks because they tend to arrive individually rather than en masse?
30:09 Rock kill!
I’m gonna be giggling about “yog lard” for the rest of the day now 😂
I'm so happy you are also doing another city along side this one! It's really great to have so much content to watch!!!! Thank you!!
You're most welcome 👍
30:08 RIP, rock :(
OK, I am a bit late on watching this episode for New Tealand, but, after watching your Industries DLC series (#21 was awesome in your recognition of how the industries shares materials) I have to say that when you can, you should add more workers barracks, it is a quick way to add workers as well, and, increase productivity as well as lessen pollution. A level 1 large ore mind will extract 11,200 unit of ore a week, but a level 5 large ore mine will produce 25,984 units a week (20 workers barracks). This also shows that you need more storage space for said raw materials. Processors also get a production boost, so you need more processed materials storage as well.
The good thing is that as your levels increase, and larger extractors are available, you can place the larger extractors, and get rid of the smaller ones and still keep up your production numbers as well as export.
Worker barracks works really well to boost industries. They also will help with that plastics problem you are having with your oil industry.
I can't remember if you have yet, but fish factories in the fishing industry produce Commercial Zone goods from your fish farms & harbours. That would be one way of bolstering local production of goods.
Biffa, in regards to your new "cargo train thingy-mi-jigy". If you are going for a more realistic train rail it needs to be less than 1.5% grade for cargo trains but the rails that you put in are 3.7% and 2.9%. Just thought you might like the added challenge of having to have more space for proper grade. Also here is a quote that also talks about regular high speed rail grades that you could also implement: "High-speed railways commonly allow 2.5% to 4% because the trains must be strong and have many wheels with power to reach very high speeds. For freight trains, gradients should be as gentle as possible, preferably below 1.5%."
P.S. Highways usually allow up to 5% grade but can go up to 7%; local roads can go up to 15% for down grades and 10% for up grades. Also airplane taxi ways are between 1% and 3%.
Bakers Grade, Baxter, etc have 35% grades in the US
please can you build a area with only europeing buildings(high rise)
Nice one Bifster, entertaining lunch break. Mucky buckets!
Consideration of lifting the whole cargo station to the same level as the main rail line? Then you can just drop the road once it's spanned the motorway and it's then only one uppy-downy and not so much horky-borky...
And now back to my regularly scheduled programming. Enjoy the afternoon Biffa, look forward to Snowtown Episode-Next.
Quick, someone, come up with a specialized asset for Biffa called a "Cargo Train Thingamajiggy."
And a custom water pipe asset called Letsgivetheselovelypeoplesomewater Pipe.
There we are: @20:10 ... Asymetricmas, a totally authentic Biffa holiday.
Shaving side mirrors of all the trucks in the first 30 seconds! Love it!
Just want to say Biffa, your videos are always a highlight to watch during my lunch break, I love this New Tealand series and always gives me that itch to play again! Keep up the good work sir.
Glad you enjoy it!
I think you had another Forestry area Biffa, wedged in between the motorway near the main industry area. :-)
You may have a problem with glass since your only glass production is way over on No Problem Atoll
Love this series, this city is just amazing
30:09 - RIP rock
The thing about specialized industries is that they always take to long to fully become full, in terms of employees. What I do is put more building that will fill in with employees. Even if there is other building not 100% full.
I just started watching this series a couple of weeks ago so I’m not caught up on all the videos but if you haven’t done it yet I really think you should reconsider some connections both on the roads & the trains. Somethings are not connected to highways even though there are some connections nearby, like in this area & most of the different districts are disconnected from each other or just by a small bridge… 😅 It makes the traffic taking unnecessary paths that keeps all the traffic going through the same areas & causing traffic jams 😅😢 Also you have enough power it’s just disconnected from each other
Just took my phone and biffa uploads yey
YMMV, but my experience with the specialized industry is that it's cheaper and more efficient to import the raw material that you need for your industry buildings like saw mill etc. This means you don't need to make space for large fields to grow the trees, and you don't need to worry about the upkeep cost of of those areas (I haven't done the math, but it seemed to me it was cheaper to import it anyway). Specialized products like planed timber is so much more valuable than raw timber that the cost of importing is negligible.
If you're wondering how to import, just set up a storage facility for the raw material (like a log yard) and set it to balanced or fill. Balanced means it'll stop importing once it reaches halfway full, but fill seems to mess with getting it out to the industry that needs the material?
Ol’ Biffmeister killing it with these regular uploads. Don’t forget to take a break.
I think : what you store for something else to use far away = BALANCED. Your output you want to sell you can put to EMPTY. The storage of things as input to a close by factory to FILL.
I think there is a call order for special products. First it will go to factories, then warehouses if no one is calling for it. Then export if there is no warehouse space available.
I also found out through testing that I make far more money by keeping my factories at 100% instead of 150%. I think it's because I never run out of special products and the factories keep producing with no downtime.
An idea for the name of the Opera House area nearby could be "Pavarot-tea Point"??
Question??? Do mail trucks use cargo airports, cargo trains, and cargo ships? Is it worth putting in warehouses if you are near to a cargo transport or where the goods are produced... or if you are exporting to a nearby cargo port for finished goods?
Water tower in center of roundabouts would be nice
I really like the look of the red brick industry buildings!
:D
Remember with the spawn points you can anarchy/move it a road into them to change the spawn points.
Pssssst. I got that from one of your vids 😛🤣
It would be great if you tried EDS mod, enhanced districts .. it helps greatly with goods and production management. By default goods and tracks can go from anywhere to anywhere even if it's on opposite side of the city and you have warehouse near requester. But with EDS you can setup warehouses and factories to work with exact suppliers or requesters. @Biffa
26:22 don't forget sound barriers
Have you had a look at the elevated freight stations on the workshop? Getting the train tracks above the road level makes traffic management a breeze when you don’t have to worry about level crossings.
R.I.P little Rock at 30:00"
Well done, it's an incredible city you have made!
Thank you very much!
Biffs, you should add a barge line to help support the new factories
you could have placed your cargo train station on the opposite side of the tracks, and then run a road along the track and meet up with the open highway connections that goes under the overpass. That way you wouldnt have to cross over the highway, you would make more room for your factories, and would use existing open roads.
I reckon, as a special video, go back through all the tea cities, like Teaport and Teaville and do some more building in those cities.
Has another huge plot in the forestry area, but decides to build a bridge over the river. sigh... However, besides that - I cannot begin to tell you how happy I've been with you recent uptick in video releases lately. It's been wonderful!!!
You need Ferry docks in all of these new areas, as well as cargo docks in the industry areas. You should be able to create a circuit of ferries around the main island by now going both ways...
Biffa, you can change the Sawmill with Engineering Wood Plant, it's of the same size and production is double
That opera house has some nice industry visible in the back 😉
Your videos always make my anxious days better!! I hope you're having a good day Biffa ❤
You too!!
You need to decorate that roundabout with something olde industry. Are there any props like coal mining shafts? Or maybe you could put that old factory in the middle and then sink it down into the ground with the move it mod, so that only the chimneys can be seen. In the same way you found the alien rock was buried in the ground.
Toast and tea at my hand! A nice morning vid for today :)
I'm sure plastic production is broken in the game. You always run out of plastics, no matter how many production/storage buildings you have and no matter what you set the warehouses to.
Looks like the printing press can mesh together with the soft paper factory. The soft paper factory has a big gap in its footprint because it's oddly-shaped.
Fun fact if you put in warehouses in heavy commercial areas youd have a more consistent delivery system
Ah yeah... Biffa video right after school
Biffa, please go and finish the other side of the highway interchange at the factory are you built today. All vehicles coming to the opera house and nearby touris are are forced to go though the roundabout at the factory are, that will soon create traffic backups
If you would look back just a little bit where you pit the cargo area the line crossed the road and you could of branched off that part to put the cargo train line in so you didn't cross over the road in multiple places and feed the new factories
Biffa excellent job on building the city on this map and it looks incredible. Also congratulations on winning the competition that you did a while back.
Another excellent episode! I am enjoying both series as they present such different challenges! Yog Lard had me in stitches! 😅👍
Excellent timing! Just having same problem in my new city
Heya Biffa. The infografic at the beginning was very helpful. Thanks for that!
As to your industry: I fear that you might have too many warehouses sprinkled around the city so that the AI (or maybe the warehouse mod) might get a little confused/overwhelmed. Maybe use only a single warehouse per product in each region?
I think, for your industry near the factories, you should do like in Antarteaca, and make a forestry district there so you do not have the pollution and also stick to the theme on that side of the island.
This was one of my fav episode so far with this city
Would you consider doing a series with military mods? Would be an interesting series
Who needs a luxury car factory when you can have a tank factory?
Hey Biffa, just out of interest, have you ever played Factorio? If not, it’s all about balancing resources and it super fun! I think you may enjoy it! 😊
Who else could foresee that Biffa was going to find a space big enough for his humongous factory and then build a road right through the middle of it 🤣
6:25 Biffa: "I've just spotted a little mistake, and I'm not sure if anyone put this in the comments.."
I remember this episode, there were MANY comments..
If you dont have a warehouse fornthe forestry products, i have seen them import and watch deliveries come down the freeways. I have also seen the trucks go from the field to the factory to deliver but if they are full, they will export and tie up a freight truck i believe.
fun build. thank you for the VOD. 🍵🍵
Still haven't played with industries, still confused by the whole warehouse thing. Thanks Biffa and community for all the advice.
The basics is that without warehouses, the factories, industries, and shops just look for if there is some available at the moment they need it/need to get rid of it. If no one needs it right as it's set to leave the factory, it exports. If the commercial building can't find some goods ready just when they need it, it imports. Even if they could've have it delivered just a couple of minutes earlier, or before. The warehouses will keep goods in the city until a shop needs it, reducing both export and import. Like it should be done. (also, Industries are fun)
@@madametrafficjam8347 Thank you. Biffa has said that Industries is his favourite DLC so I'm looking forward to it.
Only 6 min in (and a few weeks behind) but you do indeed have a different area for your forestry industry, you just couldn't see it because it is so dang far away :)
I like to place the tree fields with collision off so that it looks more like natural forest
18:56 you could just have that strip of land be the smaller industry area
Do you make the cinematic camera movements with mods in-game or in post production?
With cinematic camera mod ;-)
@@BiffaPlaysCitiesSkylines They're really good, you see
Perfect for my lunch today - great tutorial Biffa! 😍
The storage units for plastic in your oil industry zone have 6 freight trucks each instead of the 21 that you have for petroleum
A little note on the intersection at the opening: the right-hand lane coming in from the left is dedicated left-right; did you want it that way, or should it be left-straight?