For the forestry myth, while you can visually plant trees using that method, the question is would they actually be recognized and used by the forestry service? You’d have to shrink the area, then let it run dry, then add trees and see if it resumes operation using the trees you planted. I would guess that it will not use the trees you plant as those are probably just props and not resource trees and thus, won’t be recognized as existing by the forestry service.
Doesnt feel that way to me? If anything I thought I was growing faster in cs2! I already have double the hours in cs2 compared to the original so idk...
I think in CS2 it's harder to have medium or high density demand in the initial phase. so you need to have tons of low density to get 2k population, once you get med/high res demand the city grows lot faster than CS1
Follow up to the "Cars ignore turning restrictions" myth: Pedestrians ignore the removal of crosswalks. I spent an entire afternoon trying to fix traffic in my city by adding turn restriction signs and removing crosswalks only for it not to make a single difference whatsoever.
When you have a 200k population city and large amounts of people cross a road, they dont allow cars to pass. Thats why i build pedestrian overpasses wherever needed, like at traffic lights and roundabouts.
yeah, if you don't give pedestrians an alternative they just jaywalk. when removing a crosswalk you always need to add and underpass or overpass or another crosswalk near
@@alendro95 Except it's not jaywalking, the crosswalk is removed just visually, the pedestrian and vehicle AI still thinks there is one. It doesn't matter there's another path nearby, because that invisible crosswalk is almost always the shorter route.
Traffic is sadly so jank in this game, i have also noticed them ignoring the turn restrictions. But lane changing is even worse, weirdest problem was a bunch of traffic decided it would be smart to go into a full parking lot and exit out to go in another lot just down the road.
@@kikosawa on some roads they decide to switch lanes multiple times and cause traffic jams with out merge or diverge lanes just straight road, it just needs actual lane management or mods
The game simulates some drivers ignoring traffic laws, just like real life. You have to build your roads in a way that encourages the way you want them used.
Dangerous driving was a feature that was added to CS 2,bur it is way to aggressive. I would love if someone could get that across to the devs cause they don't read or listen to any discussion posts
Here's a myth: If you have underground pipes or electric cables and they happen to go above ground when they're not supposed to, they'll be invisible in normal view. Here's another myth for the same topic: If you lower landscape after creating underground electric cable, it won't let you lower all the way down where the cable is unless you get rid of it. Everything around the cable will still lower all the way.
For "cars ignore turning restrictions", im pretty sure vehicles that have already pathfound thru that route will continue to use that route, but any new pathfinding will not use that route. Effectively, after changing a road rule, you have to wait a few minutes for the backlog of cars that already spawned to despawn and any new car will not use the turn
Yeap! the transport in the game is very bad at rebuilding the route in real time, so those cars that have already built a path through the intersection will ignore the restrictions, and the new ones will take them
17:25 you actually had that happen in one of your older videos with the crazy underground tunnel, you put road signs that prohibited drivers to go into the tunnel yet they still went in
I think the trees one is busted, the trees you planted were white and all the trees available for the forestry were green. I think this indicates the trees available for chopping down.
I think the cars that already were on their way to this street will still turn, even if you put a no turn sign there. Every newly spawned car will follow the rules after that. I saw that several times when I changed some crossings.
I thought there was a mod in CS1 where a percentage of cars just ignored the rules. I wonder if this was incorporated into CS2? Setting it up where say 1% of cars ignored the rules would make traffic more accurate to real life.
@@McP1mpinThe mod is Traffic Manager, and many of it's features are included in CS2. But according to other people I've seen discussing the game it seems they consider it it too heavy handed (as it is non adjustable).
Helicopter lift can become less effective over holes due to the phenomenon known as "settling with power" or "vortex ring state." This occurs when a helicopter descends into its own downwash, creating turbulent airflow that reduces lift. That’s what I think would happen with the walls too
Even in reality solar panels in shade will generate power because there is still reflective light, the only way you'd get zero charge is to completely enclose them in darkness.
I don’t think you gave the turn myth enough time. Any car that was already on a path when the path changed will ignore the new rules (or even ignore road moves and removals and drive on grass and through buildings), but new cars spawning will adopt the new conditions.
For the solar panels, many people play with the sun in a constant position and only in daylight. This causes shadows to remain in the same place. However the game would calculate energy production over a day and the shadow of a tall, relatively thin structure would move across the solar panels over part of a day. It would definitely impact production but not as much as if the panels were in shade throughout the day. Because the shadow moves around the structure having the second solar power station beside the one in shadow was not the best test. To properly test the impact of shadows a solar power station placed beyond the end of the shadow would be better as the shadow wouldn't reach the solar panels. The shadow would move to one of the sides before it get longer as the sun sets. Doing this would see if the develops include shadows in the calculations for how much power is delivered by solar power stations.
Workers and Resources: Soviet Republic is the city engineering game, while Cities Skylines is the city architecture game ;p Check it out! WRSR buildings need your dump trucks to haul gravel to the site; your trucks to haul excavators, cranes, and steel beams; your buses to drive construction workers, your cement mixers to deliver fresh concrete. Construction takes time and multiple phases: groundwork with excavators, bricklaying by humans, steel assembly by humans on cranes, etc. Road building requires your dozers to level the gravel, your asphalt to be delivered right away (you need an asphalt plant for that, because you can't store it), your pavers to lay it, your rollers to compress it flat, then your workers to install the lighting. Sorry, there are no lane closure cone trucks, so the roads will be closed while you're maintaining them! Most importantly: BRIDGES OF VARIOUS KINDS: wooden planks, steel trusses, brick arches, precast concrete, and more. Bridges for pedestrians, trains, and cars. Anyway, love your videos and would be interested in watching you play WRSR if you were interested!
On the restrictions one, with the turn indicators... you've noticed the white marks in the road? Cars will not drive where there are no wear marks. Changing the indications changes those marks. I found this out when I made 2 streets cross as an "X" and 2 corners were wide turns and the other 2 were tight turns. The 2 tight turns were so tight, the wear marks disappeared, and cars couldn't turn right from the right lane. But they would go all the way to the left lane to make a right turn (I believe because the middle lanes were straight only so they thought "a turn is a turn"). You can also do this with the turn signal mod, by changing the lane math and making lanes mismatch, they will not drive thru on the lane that does have the marks. I also believe this has something to do with "breaking" the game when doing that, because cars will always go where they're not supposed to go, even if you tell them not to turn there.
Myth: landscaping a tall narrow spike of ground⛰ atop a 🚰groundwater deposit (inside the groundwater bounds) causes the spike to leak water.🗻 👷(Test 1: From normal ground level. Test 2: From bottom of map.)👷♀
I think the game intentionally models realistic traffic by having some (not all, but some) drivers and pedestrians ignore the signs and crosswalk restrictions. This sometimes causes accidents, though more often it causes traffic jams.
im pretty sure its just a bug lmao, its rather easily recreateable one at that. If this was the case that SOME people would intentionally break these restrictions then i might be able to live with it, but when the exceptions becomes the norm its a problem.
Construction worker dumping dirt on top of the concrete ground of the underground tunnel while his coworker is smoothing it out: CW: Hey should we be doing this? Coworker: Plans called for a dirt road. CW: ....wouldn't it just be easier to tarmac it and paint the lines? Coworker: Plans are plans CW: understandable.... (goes back to just dumping tons of dirt on the ground)
you can remove all water from your map using using terrain tools, but sometimes raising the ground will raise the water source some times not. i cant figgure out the pattern, but in one game the water source moved to the max elevation of my map, when i tried to cover it, and stayed there when i lower terrain again. essentially making a glitching waterfall from nothing in the middle of my map. reverted to a precious savegame, and i made it work. ive only ever seen water sources raise with the tarain tool , never been able to lower it
last myth is about planting trees that you can use for forestry, but you've planted the trees that you can not use for it, OR it is forbidden to plant trees to enlarge forestry, so please, check it 1 more time, but with the suitable type of trees which can be used for forestry :D
I think the reason the water didn't flow through the tunnel is because of the upturn of the tunnel at the end. If you have the tunnel come out from underground in a downward direction from a cliff, then it would work.
Brush size to YES that's how I play this game. I think what is happening with the cars and traffic is that if a car begins a route then it will continue as planned so if you change a road rule, the new rule was not set in the cars travel plan. I've seen this also if a road is changed some cars finish their journey before adopting the new rules/route .
Maybe you should try the first myths with tall buildings instead? It's possible that the hitbox and shade thrown from the terrain has a different set of rules than those of buildings.
building fires in cities also happen with desasters turned off... just bad luck I guess, usually when I build a new service building in a crowded area, there´ll be a fire in that area within a few minutes :)
Flying in and out of thay obelisk would be so brutal, the height you have to reach plus the turbulence inside that tube could be insane, then once you do reach the top the sudden change in windspeed Makes my sphincter crinkle just thinking about it
The issue with SC2 is the games data is broken, Population and utility usage is off. The game will build a sky scraper with 1 resident but provide the taxes of a building full of residence. I wonder if the population counter does not equal 1 to 1 but maybe 1 equals 100 residents? Past SimCity games 1 building of a certain size equaled so many residence. Utilities were calculated by type/size of structure. Industrial was highest user, Commercial/towers then resident and low density structures. If you look at past fun cities you did you had 1 population but most of the city was not condemned like Sim4/5 which would be a black broken wasteland.
The cars ignoring the restrictions really annoyed me.. I quit playing on my one save over it as the roads had to be set up to no left turns for my city blocks to work right
I have been able to glitch a ship on land. The harbour was way above vater level, and the ship started spasms and turned the bottom upp, clinging to the wall.
MFW you stopped playing CS2 because I could never stop the high rent icons and then you notice 15:13 no one else can either. I like this game but I want to build a paradise not a high rent icon clicker.
For the forestry myth, while you can visually plant trees using that method, the question is would they actually be recognized and used by the forestry service? You’d have to shrink the area, then let it run dry, then add trees and see if it resumes operation using the trees you planted. I would guess that it will not use the trees you plant as those are probably just props and not resource trees and thus, won’t be recognized as existing by the forestry service.
Myth idea: population is harder to get in CS2 than in CS1 ( I don’t know how to confirm it but I’m pretty sure it’s true)
Doesnt feel that way to me? If anything I thought I was growing faster in cs2! I already have double the hours in cs2 compared to the original so idk...
For me in cs1 I got about 2k population in about 15 mins, but in cs2 it’s taken me about 30 mins
Good ! Right ?@@AlexBeveridge-t8i
I think in CS2 it's harder to have medium or high density demand in the initial phase. so you need to have tons of low density to get 2k population, once you get med/high res demand the city grows lot faster than CS1
how tf are u meant to test difficulty
Follow up to the "Cars ignore turning restrictions" myth: Pedestrians ignore the removal of crosswalks.
I spent an entire afternoon trying to fix traffic in my city by adding turn restriction signs and removing crosswalks only for it not to make a single difference whatsoever.
at least that's realistics
That's just crossing the road though? What's wrong with that?
When you have a 200k population city and large amounts of people cross a road, they dont allow cars to pass. Thats why i build pedestrian overpasses wherever needed, like at traffic lights and roundabouts.
yeah, if you don't give pedestrians an alternative they just jaywalk. when removing a crosswalk you always need to add and underpass or overpass or another crosswalk near
@@alendro95 Except it's not jaywalking, the crosswalk is removed just visually, the pedestrian and vehicle AI still thinks there is one. It doesn't matter there's another path nearby, because that invisible crosswalk is almost always the shorter route.
Matt you can ground a ship by getting one on the bit you terriformed then destroying the shipping lane
I think the Anarchy Mod would let it work
@@CDNBadgerI don’t think there’s any mods for CS2 yet
@@felixstray1058ehhhhh there are, but they early release mods, kinda lame. Couple cool maps though.
remember the City Skylines 1 version of that? Yeah, meteors
@@felixstray1058 on thunderstore there are a hundred, anarchy is super useful
Traffic is sadly so jank in this game, i have also noticed them ignoring the turn restrictions. But lane changing is even worse, weirdest problem was a bunch of traffic decided it would be smart to go into a full parking lot and exit out to go in another lot just down the road.
Sounds realistic enough. Manage merging lanes to fix your issue with cars changing lanes.
I have that with the overground parking buildings, with the underground parking building I haven't seen that happen.
@@kikosawa on some roads they decide to switch lanes multiple times and cause traffic jams with out merge or diverge lanes just straight road, it just needs actual lane management or mods
The game simulates some drivers ignoring traffic laws, just like real life. You have to build your roads in a way that encourages the way you want them used.
@@Braxel_ weird. Maybe I got lucky
0:30
Price: 1.224.000 bucks
Matt: “that’s a lot of money”
Matt’s wallet: **infinite money***
3:46 helicopters are inside most of the time because the ground crew pulls them out while the air crew is getting ready so no time waisted
perhaps he need to make a district? and asign that district to the station?
Dangerous driving was a feature that was added to CS 2,bur it is way to aggressive. I would love if someone could get that across to the devs cause they don't read or listen to any discussion posts
6:58 a firefighting helicopter with 300m³ water, nice.
They probably meant 300dm³=300kg=300lt.
I heard the myth that if you give Matt any city builder game he'll build something sensible!
Also, the myth that Matt always builds the strongest shape somewhere can be considered confirmed.
Myth: Cities Skylines II was ready for release.
BUSTED :P
The way the terrain behave with shipways feels like an idea to make canals in a city.
You need to delete the shipping routes and then try to beach a ship.
The ships might just disappear after the shipping lane is removed! Somehow CS2 is worse thab CS1
@@samanyupalthi only one way to know.
Here's a myth: If you have underground pipes or electric cables and they happen to go above ground when they're not supposed to, they'll be invisible in normal view.
Here's another myth for the same topic: If you lower landscape after creating underground electric cable, it won't let you lower all the way down where the cable is unless you get rid of it. Everything around the cable will still lower all the way.
hi rce you made me get into engineering and im am working in to also being an engineer
For "cars ignore turning restrictions", im pretty sure vehicles that have already pathfound thru that route will continue to use that route, but any new pathfinding will not use that route.
Effectively, after changing a road rule, you have to wait a few minutes for the backlog of cars that already spawned to despawn and any new car will not use the turn
Interesting. I´ll have to try it again I guess. Was really frustrated to see that it obviously didn´t work.
Yeap! the transport in the game is very bad at rebuilding the route in real time, so those cars that have already built a path through the intersection will ignore the restrictions, and the new ones will take them
Although you can't landscape over the shipping lanes, it does allow for some fast terraforming of shipping canals
17:25 you actually had that happen in one of your older videos with the crazy underground tunnel, you put road signs that prohibited drivers to go into the tunnel yet they still went in
Myth: Sewage can just flow out of the map at the edge of the map without consquences
I think the trees one is busted, the trees you planted were white and all the trees available for the forestry were green. I think this indicates the trees available for chopping down.
The map has a limit for natural ressources which is shown when you select the map. I don´t think that will change. So I´d say you´re correct.
The thing to note about adding trees to a forestry region that way will keep the trees stuck at their current age so they'll ever grow
I could have told you the copter would just go through the wall...they go through buildings already after all. lol
I think the cars that already were on their way to this street will still turn, even if you put a no turn sign there.
Every newly spawned car will follow the rules after that. I saw that several times when I changed some crossings.
Yeah it's obviously this, I don't understand why people don't just wait a while.
I thought there was a mod in CS1 where a percentage of cars just ignored the rules. I wonder if this was incorporated into CS2? Setting it up where say 1% of cars ignored the rules would make traffic more accurate to real life.
@@McP1mpinThe mod is Traffic Manager, and many of it's features are included in CS2. But according to other people I've seen discussing the game it seems they consider it it too heavy handed (as it is non adjustable).
0:33 "That's a lot of money" literally plays with unlimited budget
Helicopter lift can become less effective over holes due to the phenomenon known as "settling with power" or "vortex ring state." This occurs when a helicopter descends into its own downwash, creating turbulent airflow that reduces lift. That’s what I think would happen with the walls too
I guess you can bring ground water to the surface by using it as only sorce, pumping the sewage and cleaning it
Even in reality solar panels in shade will generate power because there is still reflective light, the only way you'd get zero charge is to completely enclose them in darkness.
Still he proved there was no difference at all in game
I don’t think you gave the turn myth enough time. Any car that was already on a path when the path changed will ignore the new rules (or even ignore road moves and removals and drive on grass and through buildings), but new cars spawning will adopt the new conditions.
Stop saying part 6 or 38 to play a certain game, let the man be
2 myth's in 1: you can stop air pollution with a mountain, and a mountain with trees is more effective
Make a realistic New York City. Using google maps. Could be the best series
No
For the solar panels, many people play with the sun in a constant position and only in daylight. This causes shadows to remain in the same place. However the game would calculate energy production over a day and the shadow of a tall, relatively thin structure would move across the solar panels over part of a day. It would definitely impact production but not as much as if the panels were in shade throughout the day.
Because the shadow moves around the structure having the second solar power station beside the one in shadow was not the best test. To properly test the impact of shadows a solar power station placed beyond the end of the shadow would be better as the shadow wouldn't reach the solar panels. The shadow would move to one of the sides before it get longer as the sun sets. Doing this would see if the develops include shadows in the calculations for how much power is delivered by solar power stations.
myth idea:industries near specialized industry have more chance to use the material that the other industry uses
That is literally a dev and player confirmed feature.
Workers and Resources: Soviet Republic is the city engineering game, while Cities Skylines is the city architecture game ;p Check it out!
WRSR buildings need your dump trucks to haul gravel to the site; your trucks to haul excavators, cranes, and steel beams; your buses to drive construction workers, your cement mixers to deliver fresh concrete. Construction takes time and multiple phases: groundwork with excavators, bricklaying by humans, steel assembly by humans on cranes, etc.
Road building requires your dozers to level the gravel, your asphalt to be delivered right away (you need an asphalt plant for that, because you can't store it), your pavers to lay it, your rollers to compress it flat, then your workers to install the lighting. Sorry, there are no lane closure cone trucks, so the roads will be closed while you're maintaining them!
Most importantly: BRIDGES OF VARIOUS KINDS: wooden planks, steel trusses, brick arches, precast concrete, and more. Bridges for pedestrians, trains, and cars.
Anyway, love your videos and would be interested in watching you play WRSR if you were interested!
On the restrictions one, with the turn indicators... you've noticed the white marks in the road? Cars will not drive where there are no wear marks. Changing the indications changes those marks. I found this out when I made 2 streets cross as an "X" and 2 corners were wide turns and the other 2 were tight turns. The 2 tight turns were so tight, the wear marks disappeared, and cars couldn't turn right from the right lane. But they would go all the way to the left lane to make a right turn (I believe because the middle lanes were straight only so they thought "a turn is a turn"). You can also do this with the turn signal mod, by changing the lane math and making lanes mismatch, they will not drive thru on the lane that does have the marks. I also believe this has something to do with "breaking" the game when doing that, because cars will always go where they're not supposed to go, even if you tell them not to turn there.
What they hay? Is there really a map of Tampere in Ctities Skylines 2, or is that some sort of a download/mod/something? I was born there! 😂
Myth: landscaping a tall narrow spike of ground⛰ atop a 🚰groundwater deposit (inside the groundwater bounds) causes the spike to leak water.🗻
👷(Test 1: From normal ground level. Test 2: From bottom of map.)👷♀
Matt is at making his super efficient shapes again, this time its the micro efficient shape! @10:37
Biggest myth of them all, matt actually knows what he is doing 🤭
I think the game intentionally models realistic traffic by having some (not all, but some) drivers and pedestrians ignore the signs and crosswalk restrictions. This sometimes causes accidents, though more often it causes traffic jams.
im pretty sure its just a bug lmao, its rather easily recreateable one at that.
If this was the case that SOME people would intentionally break these restrictions then i might be able to live with it, but when the exceptions becomes the norm its a problem.
I have seen a dirt road tunnel in real life. They used a giant metal culvert though. Seems silly to use concrete.
Myth you can double income by only have 1 by 8 tiles for houses
So, can you use the river sources to make your own river. For instance, in the strongest shape?
probably
Construction worker dumping dirt on top of the concrete ground of the underground tunnel while his coworker is smoothing it out:
CW: Hey should we be doing this?
Coworker: Plans called for a dirt road.
CW: ....wouldn't it just be easier to tarmac it and paint the lines?
Coworker: Plans are plans
CW: understandable.... (goes back to just dumping tons of dirt on the ground)
you can remove all water from your map using using terrain tools, but sometimes raising the ground will raise the water source some times not. i cant figgure out the pattern, but in one game the water source moved to the max elevation of my map, when i tried to cover it, and stayed there when i lower terrain again. essentially making a glitching waterfall from nothing in the middle of my map. reverted to a precious savegame, and i made it work. ive only ever seen water sources raise with the tarain tool , never been able to lower it
Damn, this showed me CS2 is such a step back in some ways, hope it'll get expanded
RCE, play the new timberborn update. WE NEED MORE TIMBERBORNERS!!!!
last myth is about planting trees that you can use for forestry, but you've planted the trees that you can not use for it, OR it is forbidden to plant trees to enlarge forestry, so please, check it 1 more time, but with the suitable type of trees which can be used for forestry :D
My pedantic nature doesn't like how "Myth Busted" and "Myth Confirmed" are the wrong way round. =)
Myth idea: a forest can become completely saturated (as in if you keep adding and adding trees at some point it won’t let you add anymore)
*some cars ignore left right turns. Just like the first game, there is a certain level of road anarchy where some sims dont follow the rules.
"Hello fellow engineers"
Hello serotonin.
great video! (as always) Your so close to 2million subscribers! you can do it!
03:45 "Helicopters are the cows of the aviation industry" - MATT 2024 lol duh
I think the reason the water didn't flow through the tunnel is because of the upturn of the tunnel at the end. If you have the tunnel come out from underground in a downward direction from a cliff, then it would work.
If you could have removed shipping routes you need to remove a rout while a ship is in trait and retry the "Ships can't be grounded" myth
8:47 you have more employees in the one, in the sun, than in the shadow
Myth: Regular cars will drive over pedestrian roads (especially to avoid bad traffic)
Biggest myth of Cities: Skylines II:
Matt can make a city *without* "the strongest shape" being present in the design.
3:48 Matt is living in the past
Thirty-third day of Suggesting RCE "The Round About Connoisseur of Universal Proportions" Matt to play "Oxygen Not Included"
Brush size to YES that's how I play this game.
I think what is happening with the cars and traffic
is that if a car begins a route then it will continue as planned
so if you change a road rule, the new rule was not set in the cars travel plan.
I've seen this also if a road is changed some cars finish their journey before adopting the new rules/route .
0:18 who else’s phone had a tiny haptic feedback jolt 😂😂
Oh edit.. it’s every bloody timestamp 😂
Maybe you should try the first myths with tall buildings instead?
It's possible that the hitbox and shade thrown from the terrain has a different set of rules than those of buildings.
Myth Idea: Make a Octagonal City add 15 of the Octagon Roads to make a Mega City
building fires in cities also happen with desasters turned off... just bad luck I guess, usually when I build a new service building in a crowded area, there´ll be a fire in that area within a few minutes :)
I'm sure helicopters could get through the walls IF they were the strongest shape!
Matt you a G love your videos and that bridgemass sweater it’s comfy asf!!
Love you RCE
I've been waiting for these to come
"We'll put on unlimited money..."
First building: "That's a lot of money..."
...
Myth idea: pedestrians will cross where you remived a crosswalk.
Myth to bust. Cars will readily use the roads only meant for public transport and service vehicles.
CHALLENGE: create an entire city in sandbox while the game is paused, and then press play to see if it works
Flying in and out of thay obelisk would be so brutal, the height you have to reach plus the turbulence inside that tube could be insane, then once you do reach the top the sudden change in windspeed
Makes my sphincter crinkle just thinking about it
Day 2 of asking Matt to play Spaceflight Simulator.
3:51 they won't do it as you will get fire engines from the outside of your city from another city
11:44 I wonder how the technology works the answer the underwater town from star war where jar jar bilks is from
Matt, bring back the straight line challenge to city skylines 2 pls
Out of all the songs Matt parodies, I never expected a Jonas Brothers song lol
Hearing you say “slither” instead of “sliver” sent me down a whole etymological rabbit hole. So thanks for that
The issue with SC2 is the games data is broken, Population and utility usage is off. The game will build a sky scraper with 1 resident but provide the taxes of a building full of residence. I wonder if the population counter does not equal 1 to 1 but maybe 1 equals 100 residents? Past SimCity games 1 building of a certain size equaled so many residence. Utilities were calculated by type/size of structure. Industrial was highest user, Commercial/towers then resident and low density structures. If you look at past fun cities you did you had 1 population but most of the city was not condemned like Sim4/5 which would be a black broken wasteland.
"Cars ignore turn restrictions" isn't a myth, it's a bug. Hope they fix that... after they make the game look better.
Gotta love a CS2 video
Back on CS1 you could use natural disasters to start a fire too...couldn't this be used also here 1:44 ?
3:47 Was this edited in 2023 or is that a mistake?
The picture of the poll showed “10 days ago”, so it was most definitely edited over that period of time
This was edited in 2023 haha
Of course tunnels can be flooded. I had that exact issue when building a railway tunnel through a river... it was completely flooded on both exits
Myth:Wind turbines push water uphill
myth idea: bridges can withstand a tornado
THE HELICOPTER FIRE DEPARTMENTS ARE COMING BACK!
Myth: water doesn’t evaporate or get used up by pumps
3:47 Someone's forgotten
Matt you've accidentally discovered a great way to make perfect canals (sans locks. Give me locks so I can make a real shipping canal damn it paradox
Myth:if you dig up ground water to make surface water works you just gotta wait for it to come out
the tunnel is sealed up with flex seal, because the inside is completely dry!
The cars ignoring the restrictions really annoyed me.. I quit playing on my one save over it as the roads had to be set up to no left turns for my city blocks to work right
I have been able to glitch a ship on land. The harbour was way above vater level, and the ship started spasms and turned the bottom upp, clinging to the wall.
This is good captcha practice; click all the tiles with water in.
MFW you stopped playing CS2 because I could never stop the high rent icons and then you notice 15:13 no one else can either. I like this game but I want to build a paradise not a high rent icon clicker.
Traffic ignoring left and right turn restrictions is fairly standard though