Perfect timing Biffa, it's bedtime, I have insomnia, and your videos really help me fall asleep because your voice is so calming and vibes so optimistic (I usually watch them again during the daytime so I can actually pay attention lol)
15:31 Seems a bit excessive to have 2 rail cargo terminals 200 feet from each other on the same road and the same rail line when the existing one already isn't getting much use. I could see it if you were running an internal and an external rail network, but that's not the case here. At least the older existing one (cargo hub) also does container ships which also directly connects to the cargo harbor on the other side if it doesn't feel like sending a train all the way around. Best thing to do would just to add little roads on either side of the harbor so trucks can turn around right there if they need to, get rid of the new rail terminal since it doesn't add any value to the area, and you gain space back for more ore industry buildings.
I usually watch your videos last so that I can imitate them in my builds cz I know biffa's builds are a lot difficult to imitate. So yours is next.. ❤️
Careful of the direction of traffic around your steel factory and the warehouse and cargo station. Traffic will be doing circles around the complex because of the order of the buildings. Also remember to put in warehouses for goods near your commercial areas to keep heavy traffic dropping off goods just outside of the area.
Its always the same junction in Biffalo Countea at which you have problems its kind of funny 😂 I think the main problem is the tram on the road. Maybe you could utilze the space at the bottom and make the tram pass underneath the bridge, so its blocking less traffic and then you can change to more road layouts, because the tram kind of limits you. Love your videos keep up the good work!
28:56 Biffa I never get tired of your commitment to reading the 'workers needed' figure on the left and not the 'jobs available' figure on the right 😜 Then again those barracks did the trick so maybe that was deliberate...
Adding more buildings does work, though. I suspect there's some internal calculation about how it prioritises buildings for hiring... the fewer workers a building needs to meet capacity, the lower the priority for getting new workers. So even if an industry area has enough vacancies to level up, it may not be able to get enough workers for existing buildings - but new buildings starting with zero workers will jump to the top of the queue.
I love BiffaloCountea. You could expand the Ore industry to seabed mining and add the oil industry. Also as the industry is so far away you should give the workers a train or even a metro to get there (probably from the newer zoo/university island).
Maybe some public transports to the industrial areas from the housing estates could help or doing an are with high rise workers housing ldue to the lake of space in islands.Also maybe redesigning the corner with traffic trouble by moving the higway inland and adding an access because you now own the square that was problematic before.
Parklife is my favourite DLC all the way, so necessary. This series is great, so entertaining seeinf the evolution with your new skills. I love the black&white vs color effect for the before/after, it makes it so clear what has been done! And in the new factory area, I would change the "random water feature" to a park, so the workers get some entertainment and can have a nice plave to go for lunch/afterwork.
LOV your stuff, Biffa, you’ve taught me so much. Just an idea for merch- I always see the tea stain on your logo as a funny frowny face. If you sold that lil frowny logo… dunno about anyone else, but I’ll take one!
37:30 Suggestion for a solution to the heavy congestion in the two intersections too close together: link the bridge to the new area directly and the stadium area to the starter area directly. Then link the two big roads with a quadrant interchange.
I think a big part of the traffic issues are coming from the autumn district. It's so densely packed with a huge population. Those people want to get around to other parts of the city
Nice build! For the road right next to the city limits, you could drag those segments further inside your city with Move it, upgrade them and then CTRL+Z with Move it again to return them to their original position
Fishing industry is my usual solution to "not enough goods". For a relatively small investment in space, build a few fishing harbours, build some fish factories, and you'll never be short of consumer goods. I just hope CS2 will integrate these things better... the way DLC fishing works differently from DLC industries which works differently from base industries...
I feel like because you use mods it’s allows you to create road systems that don’t function with what the game allows on vanilla. Although the vanilla game isn’t consistent with real life I would really appreciate more vanilla content for us that play without mods. That being said I love your content and everything you do keep up the great work!❤
Biffa, you should consider moving the service points to the Industries areas. Trucks then only have to deliver within the industry districts. This reduces tons of cross town truck traffic.
@14:28 it's so bizarre that they force you to place the rail line out over the water like that, but in this instance it looks as though you could fill in the space with land? Hopefully C2S has a much better designed hub
Would you consider doing a video on the console version? I’ve loved watching your videos but it feels so much harder to do on console (I’m probably just bad though haha). I am getting a pc either this week or next week and I do plan to play this game that way I’ll have access to traffic managers that I’ve seen you use and other mods so I’m excited for that.
at 33:33 just something I do in industry areas is have a few small commercial stores Maybe a diner, 7 eleven or maybe a donut shop those vans need to come from somewhere, I like the idea that the factory workers can pop in to the store on lunch, grab a bite to eat, since a trip to the nearest shopping complex would be too far
You should solve these big junctions like at 32:12, where the straight traffic, that is crossing tho out-coming traffic with a bridge/tunnel to go under/over the junction, so the out-coming traffic does not have to stop, and would just merge into the main road as a new lane.
33:00 you should consider making that a roundabout or boulevard/Detroit turn intersection. You would probably have better success with the throughput. also the new highway junction by the original square, where you have the cargo rail station, you have the road as two lanes into two lanes going out to the main road. you may want to consider turning that into a two lane one way system with a one lane by the rail station into three turning lanes to meet the main road, to better appease the lane mathematics gods
i just "battled" with my industries as well and can happily report to import 0% goods, but my traffic inside the city is a mess since all areas are connected to the ringroad and the traffic on there is crazy now, have to figure out how to deal with a overburdened ringroad on a island. but the highway is free most of the time...😅
Hi Biffa, love your content! You may want to change the road you make at 6:10 to the 6 lane version without bike lanes, as the tunnel variant of this road (which you use later) does not keep the bike lanes so your cyclists may be stuck when they get to the tunnel! Keep up the amazing work, always love a nice Biffalo Countea episode!
I think the extra cargo train station might be a bit redundant? You already have one as part of the cargo hub. It would be good to connect the rail over the water to Eggleston!
Some of the slopes are way to steep. Also some tunnels are probaby intersecting. Is there goona be an episode dedicated to smoothification? From cargo train station to warehouse to steel factory, back to cargo station, it's all left turns. Maybe worth reverse the order in some areas.
The commute! Doesn't everyone love to spend 2 hours of their day just going & coming? When else are you going to listen to pod casts? No nearby housing and no mass transit :(
Noice... reckon that the factories and general industry would have a smaller bridge over the motorway as well, probably at the "back" end of the area, the existing (pre-built) junction being at the "front" of the area as it were. Don't forget that you can use node controller to thin down the quay wall for narrower retaining walls...
I'm currently in a city that has around 220k population and traffic is sitting around 78% (which I'm proud of). All the red roads seem to be near my train cargo buildings so I guess after watching this video I better get some more warehouses going.. I'm not very clued up on the whole cargo side of things but my public transport is doing very good especially the metro.
Hi Biffa, sorry i’ll take you back to Eggsy island, but we definitely need a district called Eggcellent 😁 You use it quite a lot and it’s super cute!!! 😊
I would rebuild the highway closer to the mountain so that everything built there now is on the 'correct' side of the highway, and rebuild the transport hub, which should mean better use of the space.
That's something I want in CS2 to be able to put more than one unique factory down, I find it nuts that you can have a population off 100k but only 1 small bakery.
Hi Biffa, a fire station in the new factory and industrial area would be great. Also a small health clinic between all the different industry worker barracks (it seems you may expand these) and one or two small retail shops would be realistic for a fly-in/fly-out industry island.
For the connection you wanted to move, you could always move the new connection instead, and make it a 4 way junction where the old connection is that then bridges over the main road.
Then new 81 tiles mod has a toggle that allows you to build outside your purchased city limits. Obviously a bit of a cheat, but it's useful when you just want to set up a highway or rail connection.
I would have straightened that highway (9:21) to pass behind the service points, and build the interchange that you needed in the first place. your collector could have then run along on at the current place of the highway.
Hi Biffa, why dont you change the location of your transport hub to the service area with the new road? The trainline is already there and it might take some traffic away from the already busy road along the river. Keep up the good work, love your videos 😊
I never considered keeping the industry, business, and homes so separated. I've been playing this game since it was released, huh. Always grouped them as 3 green rows, 3 blue rows, and 3 yellow rows.
Hello Biffa, love your videos. please extend your metro to the industrial island because it is far away from the residential area and these industries need a lot of workers who might not have cars
one last feature on American roads with lights, right on red, yields to no extra lane, green arrow if more lanes this way you still move half the traffic out on red lights. Keep it up buddy, always great.
Looks like I’m not the only one who learned something from Drakkart’s video. I hadn’t watched him before, but I saw your comment there. I wonder what you think about his ‘diverge before converging’ theory. Also, have you given any thought to making that new busy intersection next to the other busy intersection into a square-a-bout?
Hey, Biffa, I thought of a name for the financial school: Green Leaves Financial College Specialty cursus: Money Laundering Motto: As green as Green Tea Leaves. (In cooperation with the Green Leaves Police Academy.) Also, nice work again, as always! :)
Worth running a small road (even a one way road) over the highway connecting the glass factory to the lemonade factory? Might save some traffic from the main junction.
Enjoyed the supply chain! I am always having to refer back to you to figure it out. Have no idea why it's been confusing but you made perfect sense today and that helps 🤩 Nice job with it today😍
Thank you, Biffa! I really like the planning of your industrial areas. Especially the new one. It's really spacious. Time for a first person tour, again, maybe? Have a nice weekend!
Hey Biffa. Fine work in what was a very productive episode indeed! Definitely a few tips picked up for unique factory storage. Although the supply chain on PS4 doesn't have very logical mechanics so still facing similar issues. Only importing mail at the moment though so I must be doing something right...
7:22 to help with the traffic jam made with your new road, you can add a connection from the new road to that area via the unused road loop between the long building and the highway
I think exporting goods should be more than importing goods in order to have a thriving city. Keeps the city finances in the green to be spent on services needed in the city...right, Biffa? 🤨
Wait, i'm confused now. Wasn't warehouse fill, the option to import from outside of the city and distribute to local business buildings? And Empty the option to gather up everything from local business/industries and export it outside of the city? I haven't been playing in a while, so i might be wrong here.
it took me so long to figure out how to fix the "not enough buyers" problem. my issue? THE FREAKING IT CLUSTERS!!! they produce goods and i didn’t know that, so i kept adding a ton of them because i like how they look, unknowingly making the problem worse lol
Hey Biffa your my go to guy when it comes to CS. This is a grovelling beg to kindly ask to do a video on Mods. What is actually working and what’s broken. There’s so much misinformation out there at the moment. I don’t know who to believe. And do you have information on mods that will be worked to get them to work on and ones that won’t be
@@BiffaPlaysCitiesSkylines thanks anyway I’ll check out your discord. Do you know it the upcoming free update coming will conflict with mods or are we in for smooth sailing?
I don’t understand what my issue is, I have 100,000 pop and a massive farming industry with multiple warehouse set to empty, airport and train ways, and only 2% unemployed but for some reason there are like 50 industry buildings going vacant per week
Perfect timing Biffa, it's bedtime, I have insomnia, and your videos really help me fall asleep because your voice is so calming and vibes so optimistic (I usually watch them again during the daytime so I can actually pay attention lol)
9 am for me and no sleep in sight 🥹 insomnia sucks
btw ,always waiting your videos with impatience. My game is pretty much destroyed since the last update ,is your mod list updated for plazas?
Good night
I’ve got biffa’s traffic fix playlist saved, to watch to nod of to. Seen the start of so many of his vids so many times.
Been there, done that, and now I'm playing cities skylines myself 👌
15:31 Seems a bit excessive to have 2 rail cargo terminals 200 feet from each other on the same road and the same rail line when the existing one already isn't getting much use. I could see it if you were running an internal and an external rail network, but that's not the case here. At least the older existing one (cargo hub) also does container ships which also directly connects to the cargo harbor on the other side if it doesn't feel like sending a train all the way around. Best thing to do would just to add little roads on either side of the harbor so trucks can turn around right there if they need to, get rid of the new rail terminal since it doesn't add any value to the area, and you gain space back for more ore industry buildings.
I was wondering the same thing... why put a standalone cargo train station right next to a cargo train station & harbor?
Guy : Makes an amazing beach
Biffa : Uses it as industrial area
😂😂
😅
Great minds think alike with the industries DLC build! Nice work!!
I usually watch your videos last so that I can imitate them in my builds cz I know biffa's builds are a lot difficult to imitate. So yours is next.. ❤️
I'm convinced all of the YTers are in a secret discord channel and plan out videos. This isn't the first time a few videos being similarly themed. 😂😂
@@Meeesa yeah there have been many instances where they have the same video themes. At least Biffa and CPP..
Thanks, enjoyed yours too 😁👍
@@Meeesa same thought here.
Careful of the direction of traffic around your steel factory and the warehouse and cargo station. Traffic will be doing circles around the complex because of the order of the buildings.
Also remember to put in warehouses for goods near your commercial areas to keep heavy traffic dropping off goods just outside of the area.
Its always the same junction in Biffalo Countea at which you have problems its kind of funny 😂
I think the main problem is the tram on the road. Maybe you could utilze the space at the bottom and make the tram pass underneath the bridge, so its blocking less traffic and then you can change to more road layouts, because the tram kind of limits you.
Love your videos keep up the good work!
28:56 Biffa I never get tired of your commitment to reading the 'workers needed' figure on the left and not the 'jobs available' figure on the right 😜 Then again those barracks did the trick so maybe that was deliberate...
Adding more buildings does work, though. I suspect there's some internal calculation about how it prioritises buildings for hiring... the fewer workers a building needs to meet capacity, the lower the priority for getting new workers. So even if an industry area has enough vacancies to level up, it may not be able to get enough workers for existing buildings - but new buildings starting with zero workers will jump to the top of the queue.
I love BiffaloCountea. You could expand the Ore industry to seabed mining and add the oil industry. Also as the industry is so far away you should give the workers a train or even a metro to get there (probably from the newer zoo/university island).
He originally only wanted seabed mining but didn't have the buildings to do it.
@@hanzzel6086 i know and now he has
Traveling in Biffa's cities has got to be like riding a roller coaster sometimes. So many magical road moves.
Maybe some public transports to the industrial areas from the housing estates could help or doing an are with high rise workers housing ldue to the lake of space in islands.Also maybe redesigning the corner with traffic trouble by moving the higway inland and adding an access because you now own the square that was problematic before.
Parklife is my favourite DLC all the way, so necessary.
This series is great, so entertaining seeinf the evolution with your new skills. I love the black&white vs color effect for the before/after, it makes it so clear what has been done!
And in the new factory area, I would change the "random water feature" to a park, so the workers get some entertainment and can have a nice plave to go for lunch/afterwork.
LOV your stuff, Biffa, you’ve taught me so much.
Just an idea for merch- I always see the tea stain on your logo as a funny frowny face. If you sold that lil frowny logo… dunno about anyone else, but I’ll take one!
37:30 Suggestion for a solution to the heavy congestion in the two intersections too close together: link the bridge to the new area directly and the stadium area to the starter area directly. Then link the two big roads with a quadrant interchange.
I think a big part of the traffic issues are coming from the autumn district. It's so densely packed with a huge population. Those people want to get around to other parts of the city
Palpatine Farms should totally have Trooper Square instead of Cooper Square. Amazing video as always Biffa! Love Biffalo Countea
Nice build! For the road right next to the city limits, you could drag those segments further inside your city with Move it, upgrade them and then CTRL+Z with Move it again to return them to their original position
Fishing industry is my usual solution to "not enough goods". For a relatively small investment in space, build a few fishing harbours, build some fish factories, and you'll never be short of consumer goods.
I just hope CS2 will integrate these things better... the way DLC fishing works differently from DLC industries which works differently from base industries...
Afternoon Biffa!
:-)
I feel like because you use mods it’s allows you to create road systems that don’t function with what the game allows on vanilla. Although the vanilla game isn’t consistent with real life I would really appreciate more vanilla content for us that play without mods. That being said I love your content and everything you do keep up the great work!❤
I use mods and also turn traffic despawning (the vanilla mechanism) off, so it's much harder. If my roads work for that, they'll work for vanilla 👍
Not even two minutes in and Biffa is bringing me back to school.
Thanks for demystifying the supply chain. I had no idea it was that detailed.
Glad to help!
YES! Progress at Biffalo Countea!
Biffa, you should consider moving the service points to the Industries areas. Trucks then only have to deliver within the industry districts. This reduces tons of cross town truck traffic.
Best solution : Use ' No Abandonment' mod , let people suffer but you won't see any demolished buildings, which is nizeee
@14:28 it's so bizarre that they force you to place the rail line out over the water like that, but in this instance it looks as though you could fill in the space with land? Hopefully C2S has a much better designed hub
31:06 you wanted to make the street come from behind, remember? :)
What a lovely little white sandy beach on a quiet island.
Perfect place to plop down an enormous steel plant :D
Would you consider doing a video on the console version? I’ve loved watching your videos but it feels so much harder to do on console (I’m probably just bad though haha). I am getting a pc either this week or next week and I do plan to play this game that way I’ll have access to traffic managers that I’ve seen you use and other mods so I’m excited for that.
Maybe for cs2 👍
@@BiffaPlaysCitiesSkylines awesome! Can’t wait for CS2 and all the stuff it’ll have to play with, loved your video on the trailer for it as well.
22:41 HUGO is back in town!
at 33:33 just something I do in industry areas is have a few small commercial stores
Maybe a diner, 7 eleven or maybe a donut shop those vans need to come from somewhere, I like the idea that the factory workers can pop in to the store on lunch, grab a bite to eat, since a trip to the nearest shopping complex would be too far
Great idea 👍😁
You should solve these big junctions like at 32:12, where the straight traffic, that is crossing tho out-coming traffic with a bridge/tunnel to go under/over the junction, so the out-coming traffic does not have to stop, and would just merge into the main road as a new lane.
33:00 you should consider making that a roundabout or boulevard/Detroit turn intersection. You would probably have better success with the throughput.
also the new highway junction by the original square, where you have the cargo rail station, you have the road as two lanes into two lanes going out to the main road. you may want to consider turning that into a two lane one way system with a one lane by the rail station into three turning lanes to meet the main road, to better appease the lane mathematics gods
i just "battled" with my industries as well and can happily report to import 0% goods, but my traffic inside the city is a mess since all areas are connected to the ringroad and the traffic on there is crazy now, have to figure out how to deal with a overburdened ringroad on a island. but the highway is free most of the time...😅
Hi Biffa, love your content! You may want to change the road you make at 6:10 to the 6 lane version without bike lanes, as the tunnel variant of this road (which you use later) does not keep the bike lanes so your cyclists may be stuck when they get to the tunnel! Keep up the amazing work, always love a nice Biffalo Countea episode!
I think the extra cargo train station might be a bit redundant? You already have one as part of the cargo hub. It would be good to connect the rail over the water to Eggleston!
Some of the slopes are way to steep. Also some tunnels are probaby intersecting. Is there goona be an episode dedicated to smoothification?
From cargo train station to warehouse to steel factory, back to cargo station, it's all left turns. Maybe worth reverse the order in some areas.
The commute! Doesn't everyone love to spend 2 hours of their day just going & coming? When else are you going to listen to pod casts?
No nearby housing and no mass transit :(
Noice... reckon that the factories and general industry would have a smaller bridge over the motorway as well, probably at the "back" end of the area, the existing (pre-built) junction being at the "front" of the area as it were.
Don't forget that you can use node controller to thin down the quay wall for narrower retaining walls...
I'm currently in a city that has around 220k population and traffic is sitting around 78% (which I'm proud of). All the red roads seem to be near my train cargo buildings so I guess after watching this video I better get some more warehouses going.. I'm not very clued up on the whole cargo side of things but my public transport is doing very good especially the metro.
Hi Biffa, sorry i’ll take you back to Eggsy island, but we definitely need a district called Eggcellent 😁 You use it quite a lot and it’s super cute!!! 😊
Excellent video, Biffa! I noticed your lighting of Biffalo Countea (and also New Tealand) is making your builds quite realistic! 👍👍
I would rebuild the highway closer to the mountain so that everything built there now is on the 'correct' side of the highway, and rebuild the transport hub, which should mean better use of the space.
That's something I want in CS2 to be able to put more than one unique factory down, I find it nuts that you can have a population off 100k but only 1 small bakery.
If you ever make a movie out of this town, it should be called "Bridges of Biffalo Countea". Awesome vid btw!
😁
Hi Biffa, a fire station in the new factory and industrial area would be great. Also a small health clinic between all the different industry worker barracks (it seems you may expand these) and one or two small retail shops would be realistic for a fly-in/fly-out industry island.
great episode rail and industry my favorite Cities skylines topics.
For the connection you wanted to move, you could always move the new connection instead, and make it a 4 way junction where the old connection is that then bridges over the main road.
Then new 81 tiles mod has a toggle that allows you to build outside your purchased city limits. Obviously a bit of a cheat, but it's useful when you just want to set up a highway or rail connection.
👍
Roadspaghetti! I love to see it ♥
I would have straightened that highway (9:21) to pass behind the service points, and build the interchange that you needed in the first place. your collector could have then run along on at the current place of the highway.
Biffa one day you should try and make a gta San Andrea's map and build the city's on the islands
Hi Biffa, why dont you change the location of your transport hub to the service area with the new road? The trainline is already there and it might take some traffic away from the already busy road along the river. Keep up the good work, love your videos 😊
I never considered keeping the industry, business, and homes so separated.
I've been playing this game since it was released, huh.
Always grouped them as 3 green rows, 3 blue rows, and 3 yellow rows.
Interesting way of playing, yet I would imagine you always have issues with not enough workers.
Make a roundabout at the always busy junction, so everything flows. I think you have got just enough space for that.
I just had an idea for your merch, if you haven't done this already. Have items with the slogan "We'll Sort That Out Later."
Hello Biffa, love your videos. please extend your metro to the industrial island because it is far away from the residential area and these industries need a lot of workers who might not have cars
Aye, some transit would be really great for that area. If nothing else a ferry would be better than having to drive all that way.
11 min and this has been wild stuff altogether! In a rush biffa? 😂
one last feature on American roads with lights, right on red, yields to no extra lane, green arrow if more lanes this way you still move half the traffic out on red lights.
Keep it up buddy, always great.
Looks like I’m not the only one who learned something from Drakkart’s video. I hadn’t watched him before, but I saw your comment there.
I wonder what you think about his ‘diverge before converging’ theory.
Also, have you given any thought to making that new busy intersection next to the other busy intersection into a square-a-bout?
Hey, Biffa, I thought of a name for the financial school:
Green Leaves Financial College
Specialty cursus: Money Laundering
Motto: As green as Green Tea Leaves.
(In cooperation with the Green Leaves Police Academy.)
Also, nice work again, as always! :)
Yay! Live stream!👏
Worth running a small road (even a one way road) over the highway connecting the glass factory to the lemonade factory? Might save some traffic from the main junction.
Perfect timing Biffa! I've been working on a city recently and have been getting really annoyed by these two things pinging up constantly 😅
I'd recommend to build internal railway lines separate from the global one to make sure the goods flow without accidental exporting
This is an issue I definitely hope is "fixed" in C:SII. Or least make it easier to maintain
New vid let’s get it 🎉
Enjoy :-)
Enjoyed the supply chain! I am always having to refer back to you to figure it out. Have no idea why it's been confusing but you made perfect sense today and that helps 🤩 Nice job with it today😍
Glad to help!
7:40 oval-a-bout.
Your city looks very nice
Biffa about that train line for the cargo train terminal its a max of 2% gradient for elevation change referring to the 5% grade
Let's go biffa!
Thank you, Biffa! I really like the planning of your industrial areas. Especially the new one. It's really spacious. Time for a first person tour, again, maybe?
Have a nice weekend!
Thanks for the entertainment as always :)
Do cities need to produce both generic goods and luxury goods? or can you supply your commercial areas with just one or the other?
Hey Biffa. Fine work in what was a very productive episode indeed! Definitely a few tips picked up for unique factory storage. Although the supply chain on PS4 doesn't have very logical mechanics so still facing similar issues. Only importing mail at the moment though so I must be doing something right...
I don't have the industrial dlc, can you make a vid about fixing the issues for the base game?
7:22 to help with the traffic jam made with your new road, you can add a connection from the new road to that area via the unused road loop between the long building and the highway
New area you'll have to address trash issue. Great video
Thanks 👍
Way off the normal topic, I just saw a vid of a amphibious tour bus in Paris. Do you think that could be used or even useful in skylines?
Possibly!
If I was the one trying to fix that intersection, I'd have tried to make it a 4-way intersection with the new road continuing onto the bridge.
I think exporting goods should be more than importing goods in order to have a thriving city. Keeps the city finances in the green to be spent on services needed in the city...right, Biffa? 🤨
Hi I dont play this game but your video's is very good
Thankyou 👍 😁
Nothing says beach front destination like heavy industry
With all these traffic woes. You should change the name of your city to Blighty on the Hold
Great vid mate, just realized, your voice sounds very similar to HAL, from OG Startopia. You need to do a voice mod for the new version.
Wait, i'm confused now. Wasn't warehouse fill, the option to import from outside of the city and distribute to local business buildings? And Empty the option to gather up everything from local business/industries and export it outside of the city? I haven't been playing in a while, so i might be wrong here.
it took me so long to figure out how to fix the "not enough buyers" problem. my issue? THE FREAKING IT CLUSTERS!!! they produce goods and i didn’t know that, so i kept adding a ton of them because i like how they look, unknowingly making the problem worse lol
your videos always bring a tear to my eye
:-)
A hot brew of Cool Beans ?
Hey Biffa your my go to guy when it comes to CS. This is a grovelling beg to kindly ask to do a video on Mods. What is actually working and what’s broken. There’s so much misinformation out there at the moment. I don’t know who to believe. And do you have information on mods that will be worked to get them to work on and ones that won’t be
That's the sort of info I provide on my discord as it can be kept up to date. If I make a video on this now, it's out of date tomorrow.
There is a mod that checks your game for incompatible mods.
@@duskeyowl2507 cheers I’ll look it up
@@BiffaPlaysCitiesSkylines thanks anyway I’ll check out your discord. Do you know it the upcoming free update coming will conflict with mods or are we in for smooth sailing?
"Look at the traffic! (Don't look at the traffic..)" SuperVinlin
Woo Hoo like number 67! Nothing like a new Biffa upload right after you roll out of bed. ❤
Enjoy :-)
Please connect the ferry depot😊
Done ✔️
I don’t understand what my issue is, I have 100,000 pop and a massive farming industry with multiple warehouse set to empty, airport and train ways, and only 2% unemployed but for some reason there are like 50 industry buildings going vacant per week
But, but... the slopes! 😂😅🥴
Biffa the main part of you city look likes the Millennium Falcon form Star Wars.
Would it help the farming area if you upgraded the road from gravel to tarmac and get goods out faster?
Totally different fandom but every time you say factory all I can hear is Symone from Rupaul's drag race.... WHERE A FACT-try ought to be
24 18 you can see a ward usage fix because that looks a bit too tight to get the trucks around it
I was thinking the new industry area needs some trash management? And maybe a bus or two from your hub?
Oh man u saved me. I dont have any demand for industry and too less demand for commercial thanks you so much i never understood tyyyyyyy !!!