Having previously played CS on console, I recently moved to PC. The vanilla days are behind me now, and your channel really made the difference in explaining which mods are useful and how they work. You take the time to explain everything a mods newcomer needs to know. Keep up the great work !
For somebody with your subscriber count its unbelievable the amazing content you're producing for us. You need to be up there with top tier streamers and I'm sure you soon will be matey.
One less known thing with Move It is the ability to make a selection into a template and save that so you can later reuse it. Say that you have the perfect roundabout and you'd like to have it ready for re-use .. you just select everything you'd want to keep with the Move It markee tool, and Export it. It's brilliant!
Hey there! Just wanted to let you know I just discovered your channel. What I love about it is not only did you build cities, but you take the time to develop tutorials on how you use your mods. I watch many of the other builders, and they mainly just focus on building, so I have to try and figure out what mods they are using and for what.. Your videos are a real time saver for me. Thanks so much!!!
@@maraheters TH-cam is hit and miss on whether or not they will transfer timestamps from the description of the video into the video itself. Yumbl did put timestamps in the description, but TH-cam just hasn't moved them into the video itself. This is out of Yumbl's control.
I've watched a lot of your videos and have been helped a huge deal by them, especially the intersection marking tool tutorial. Didn't find the mod mentioned at 23:50 (max segment length) in the description but if anyone's looking for it it's called Node Spacer by Quboid in the workshop 🙌
Thanks for listing the whole package of good mods in a row and explaining them a little in the process. 14:48 kind of reminded me of the lyrics "can't touch this" ^_^ Instead of 'get touch this'
I just got back to CS after 2 years and I absolutely forgot everything. Thank you for your videos! I can't tell you how much time I spent to put parking lines into lots, ANARCHYY
Two ways I am aware of to remove/replace asset roads: 1) Move it! - hold ALT and select the road nodes, bulldoze using move it and then undo, then upgrade the road using vanilla upgrade tool. 2) (PREFERRED) Network multitool - use the unlock tool (top left little lock sign in network multitool), then upgrade as usual. In either case, it is very important NOT to move the nodes as it will break road access but will NOT notify you about this. Upgrading roads is fine as long as you do NOT move the nodes. Especially affects ferry and harbor stops. With network multitool, once you unlock segments and upgrade them you can use the same tool to lock them back to the asset, so you don’t break it accidentally which is awesome.
Never watched one of your videos before. Really good explanation. I've been using these mods (except picker which I didn't known about) and still learned something. Thanks
Great video! You go into enough detail so that we know what each mod does but the video doesn't feel long at all. I also learned some. Things about some of the mods that I had for ages, for example I've had precision engineering for so long that I actually thought that its features were from the base game. You briefly mentioned them but I feel like Roundabout Builder and the Pedestrian Bridges are essential, I guess as an European I can't get enough roundabouts haha You've earned a subscriber!
YUMBLtv thank you for this informative video. Also, you are one of the few content creators who thank others for the work they do. I was watching Biffa doing one of his videos talking about Node Controller renewal 3.0 where he was explaining it and he in my opinion did a poor job and he never once mentioned any of your videos nor the work you did in explaining how to use it. Which in my opinion was a thousand time better then his explanation. Since watching that video that you created about that particular model I have now become one of your subscribers and I find all the videos you've done to be very clear and concise and extremely helpful. Thank you for what you do and I look forward and eager to see other videos that you put out.
Thank you very much! Biffa owes me nothing (im sure he doesnt know who iam) and I dont think we are very similar. I’ll keep making videos to help people get better at Cities :)
The *Max Segment Length* mod he is talking about at 23:42 is called the Node Spacer: steamcommunity.com/sharedfiles/filedetails/?id=2085018096 You're welcome 😎
This was really helpful. I have some of these mods because they were required from some assets and didn't realize that's what those buttons did. Also load screen mod has been a life saver. I had no idea so many of my assets had missing components not to mention sometimes creators sometimes leave necessary assets off their required list. The report generated lets you click on names and it takes you to the asset which is helpful because the name it has in the workshop is not the name that is actually attached to the asset so it can be impossible to find it in the workshop. I was finally able to clean everything up.
I watch other videos and I think I can never do what they do. They know so much -- create a lot of smoke and fire -- and what they do is a mystery. "Pay no attention to the man behind the curtain." I really appreciate that you pull back the curtain. "Let's see what this does. Yep, that was weird." That happens to me (and dare I speak for a collective US), and now we know it happens to you too. Thanks Mr. Wizard.
TLDR: Do you want to make a 2-video series about road hierarchy and Transit hierarchy? Great Video, I just discovered your channel and spent an hour watching the Traffic Manager Video and the ones about some of the interchanges. One thing I thought of that could be used as a video base very important to show is the concept of road hierarchy and transit hierarchy. Both are things that can be done only in Vanilla Skylines - no steam workshop and no DLCs required, however, both DLCs and custom assets and mods make this much easier. What I do with rh is to define a segment length as my base, usually eight to 10 (more often 10 though). I like to use two-lane roads as local roads and have intersections every 1-2 bases (as an alternative multiples of 10) - this fits the zoning grid perfectly. Four-lane avenues are used as collector roads, with intersections every 2-3 bases. Since (vanilla) C:S creates traffic lights at every intersection involving four-lane roads, having intersections to close together creates chaos in the long run. The six-lane avenues act as arterials. Due to their size, I tend to space intersections at least 4-6 bases away, so that traffic isn't obstructed driving along them. Last on the list are highways, to allow regions to mix and exchange traffic at ease. Mods and assets that work great with rh are TMPE and the Vanilla+ Collection. (Also NeXT2, but I don't use it anymore). Also worth mentioning is the Mass Transit DLC. Vanilla+, Mass Transit (and NeXT2) give more road options. TMPE allows getting rid of annoying traffic lights at what feels like to be every intersection. Transit hierarchy on the other hand is different but interacts with road hierarchy in an important matter to be worth to be discussed further. Again, vanilla Skylines leaves things to be desired, but essentially trains are used as an interregional transit option, which connect at few but major stations to the regional subway and local busses. Ideally, bus and subway lines should be used to allow for cross-transfer between train stations and to allow citizens to reach places that running trains to would be inefficient. The same goes for busses If subways are inefficient to reach a specific place. I also believe that busses and subways should at least start at a train station, better start and end at one. Busses also can connect to subways. Again, mass transit provides great options for further transport. Also great is snowfall - trams are a great middle-ground between metro and busses. With Sunset harbor we saw an implementation of the metro concept, taking obvious inspiration from the great metro overhaul mod. Whoops, this comment got longer than I expected.
Sounds like you have a great system when creating road and transit hierarchy! I will probably do a transit focused video some day, but it’s tricky. A lot of people think they have a handle on transit, or have tried and true methods they like to stick to.
Not sure if anyone mentioned it. Too many comments to go through, lol. The Touch This tool is being DEPRECATED, not getting updated any longer. Replaced by Untouchable Mod. Great video, as always!
Another great vid man! Mods videos are so important to keep up to date so thank you! Especially nowadays as we've had some amazing additions from the modding community in recent days!
i´ve find this channel recently and oh boy, WHY IN THE HELL TH-cam didn´t show me this videos BEFORE! The content is amazing, the format of the videos, music and edition are on par with some of the pro CS youtubers or twitch. Keep the good work all the way up! Cheers!
@@YUMBL right now i'm subscribing to all must have old and new mods and testing out for a new city to build. Your vids made a before and after on my CS build pattern and way to play. THANKS TO YOU!
YES now I found out how his intersections look so cool (That's why I asked you the road assets because I thought it was part of the pack but it was intersection marking tool)
Thanks for another fantastic video. You are always clear and easy during the explain. For the next video about mod i have a suggestion: "Enhanced district service", that allow you to separate the service building like police, fire, garbage ect...in every single district
Dude, another amazing video! Short, concise and to the point - even showing a demo of the mod and you've timestamped the video for the different mods. Very well done! I need to see if you've got one on Themes and managing those, I grabbed your 'collections' stuff on Steam but haven't quite figured out the themes (or how to use a lot of the assets properly).
What mod do you use for the roads without markings, as seen in the neighbourhood where you showcase BOB? Or are the roads just assets? The only thing I seem to find in the workshop are mods that remove all road markings entirely. I'd like some more control over which roads have them and which do not. Once again, great stuff. Your videos keep popping up in my recommended and judging by the comments for other people as well, so I hope that's a sign that the channel is starting to pick up momentum. You definitely deserve it, keep up the good work and they will come!
Great video again. Quick question: What are you using to get those articulated busses at 0:12? I've been looking for a decent asset like that for a while now and they're all either using the stock 30 passenger bus model or have some absurd capacity like 200+ passengers or something. I'm not looking for anything OP that breaks the mass transit system, just something reasonable that gives me different options and looks good too and those articulated busses look good.
Hey YUMBLtv Not sure if you mentioned this ? (I haven't had the time to go over your vids, sorry too busy perfecting mods) Just a note to all your viewers you can also use Node Controller on train tracks and paths thanks for the video and mentioning node controller keep up your amazing work
I guess the biggest omission would be prop line and prop anarchy tools, but great list otherwise. And I like the fact that you were not tempted into mixing assets to this list like a lot of other lists out there
I.. me.. I can't thank YOU enough. Thanks for explaining all these mods. You are the only that I've found that do this, explain so clearly. Thanks!!!!!!!!!!!!!!!!!!!!!!!!!!
Great video! Just FYI that Fine Road Tool and Fine Road Anarchy have both been rolled into one mod and replaced by Network Anarchy. Also Zoning toolset was replaced with Zoning Adjuster
Addition to Loading Screen Mod 7:51 The mod page itself states: "if you use the Find It! mod you'll see less memory saved because Find It creates some textures." just fyi
I also use the toggle zoning tool but further more if you want a road to only have zoning on one side of it you can use fences Also your realism video got me to check out both Realistic Population and RICO Revisited. Started a new city and really enjoying both so far- it was time to start new anyways.. I had found that Metro Overhaul Mod and Fine Road Anarchy 2 have a conflict where over time MOM will slowly sink underground stations further and further, I believe during either loading or saving, until the stations and tracks completely stop working
Why do my props and other assets not save with my city? I spent an hour on a park area with lots of props and I reloaded it and they were all go. I had pop anarchy on and off several times throughout, but all of them are gone not just some.
I’ve just found out about your channel dude and wow you do a great job explaining mods properly and very easy to listen to! Definitely got a sub from me keep up the good work lad!
If any modders want ideas I'd love a road which is a back alley, something between a pedestrian walkway, bike path and small road I could use to fill gaps between buildings without creating a whole junction with crosswalks and traffic lights etc. Sort of like the alleyways you might get in New York or any other big city. It won't have any zoning of its own so it doesn't mess up other zoning. If possible it would be great to have size options, ie one tile wide, two tiles wide etc. Or even better, be able to 'fill' gaps between buildings and roads.
zoning toolset is a mod i really needed but did not know existed. I always places a fence or bike pad the prevent houses snapping to te main road and block the traffic flow
Just a heads up..... The only asset that "Touch This" mod doesn't work on is the damn. If you try and upgrade the road the damn will not function as a power plant. Great list of mods and how to use them. Thanks!!!!
I have heard you say not to use lane connectors in multiple videos, but haven't heard you explain WHY? Does it eat up memory or something? I find then super useful since just using arrows often doesn't really work, if you for example add a diagonal road as a slip the game doesn't always recognize it as a "right turn" but rather just a straight road, so using the arrows would not even work. Also, I love micromanaging my roads completely, but if it is bad for some reason, I would appreciate to learn why? I also try to stay away from big intersections, I'm a big fan of roundabouts and directional roads instead and lane connectors works wonders then, you just have to add a node once in a while to let them switch lanes if they are forced into a lane that wont let then reach their exit (in a roundabout f ex).
Yes! Connectors are great for highway exits and interchanges, but they can can problems in normal intersections. It forces cars to pick a lane, which may give them a hard time down the road. Making routes unnecessarily convoluted and complex for pathing. Lane connectors are fine as long as you connect to all the options on the other side. ie right turn lane connected to all right turn options. (Which is the same result as an arrow.) i’d recommend reserving connectors for interchanges and those pesky diagonal intersections where the arrows dont know what theyre doing. Connectors are also good when wanting cars to not change lanes at a node. Hope this helps clarify!
@@YUMBL It really did, thank you! But I think you should clarify that next time you mention it in a video because I 100% agree. If you start to micro manage (lane selector for example) you need to micromanage all the way. And as I mentioned earlier, a neat trick to use is to use a node mod that allows you to add and remove nodes from roads (cant pull the name out of my name right now, but you probably have a suggestion for a mod), add a node so cars that happen to be in the wrong lane after an intersection/sliproad can switch lane, would recommend to micro manage that node as well with lane connectors and only let them switch ONE lane at a time, otherwise cars might come to an almost complete stop while they do a 90degree turn to switch 2 lanes over.
Hi Yumbl. Great channel. I found out that FPS booster more than doubled my loadtime. Pretty annoying cause the mod itself does a great job. Turns out one should uncheck the loadingscreen limiter. This brought my loadingtime back to normal.
Thank you! To my knowledge the loading screen fps limiter shouldn’t affect load time. The game isn’t loading in “frames” per se. It’s moving data into RAM unrelated to anything graphical. It doe’s make chirper spin slower visually.
@@YUMBL Well, I looked among the comments of the mod for anyone having the same issue, and they got a reply from the mod creator stating exactly this. I tried it and it worked. Don't ask me how, but it made me happy. I just thought to put a comment here for anyone having this problem.
I once saw a TH-cam video where they used Move it's selection & copy tools to then paste exactly what was copied in to the editor. I know that it can be done, I just wish I could find the original video that displayed the trick in detail.
Thanks for this! Had several of these old classics but some new mods I've already subscribed to! Now I just need to dive into the world of content mods, I'm all vanilla at the moment but those roads and buildings look so good
Technically speaking, when you draw roads over trees, the trees are *not* deleted. They are just not shown. If you have the anarchy mod and have it set to show trees then upon reloading your city, you will see trees on your roads. This is how BonBonB has his setting when reviewing maps so that you can see where the creator fails to remove the trees from the roads and/or rail system. I don't generally like C:S TH-camrs that use time lapses extensively (you, among others, are like that). But I have to admit, your voice is so easy to listen to. I may subscribe if only to hear you talk but not necessarily watch you play. I prefer watching more of a "Let's Play" like Biffa or CPP. Though they do use time lapses, it's usually far and few between and only when absolutely necessary. And unfortunately, I just don't have time for Twitch to watch live streams.
I've seen individual street lights deleted so they don't poke through bridges from below, but I was never able to delete them. Is there a mod that enables me to do that?
Ok, thanks I've also have had a hard time elevating a Monorail station, the ground comes up with it and suggestions on how to lower only the ground haven't worked? ;-)
@@YUMBL precision engineering does still do it better, and had a range of other features, but the devs obviously agreed that the mod highlighted a part of the game that was lacking.
Instead of touch this I just like to use the nod that allows you to put cross walk where there is no intersection. If you put one on the road of the port it then let’s you modify the road type (and then you can remove the crosswalk). This way I don’t need a separate mod, and the crosswalk creator is a must, especially when you work a lot with path it lets cims cross where there is no intersection.
Touch This isn't actually needed if you have Move It. You can hold down the ALT key and select the node on the building road and use the Move It bulldozer to remove the road and replace it with any road you want.
I gotta love the algorithm right now. You are, maybe, the only Cities youtuber that actually explain stuff and give excelent examples.
Thank you for being here! :)
@@YUMBL they should pay you 😅
They do ;)
check out city planner plays if you like this style but want more let’s play type content
I will maintain that my style is my own ;)
Having previously played CS on console, I recently moved to PC. The vanilla days are behind me now, and your channel really made the difference in explaining which mods are useful and how they work. You take the time to explain everything a mods newcomer needs to know. Keep up the great work !
I’m glad to help :)
For somebody with your subscriber count its unbelievable the amazing content you're producing for us. You need to be up there with top tier streamers and I'm sure you soon will be matey.
His subscriber count has almost doubled in the past couple of weeks, thankfully!
Thank you very much! I’ll keep the videos coming!
Hear hear
One less known thing with Move It is the ability to make a selection into a template and save that so you can later reuse it. Say that you have the perfect roundabout and you'd like to have it ready for re-use .. you just select everything you'd want to keep with the Move It markee tool, and Export it. It's brilliant!
I appreciate so much the fact that you compiled the mod list in the description and I think many are grateful too
You’re welcome!
Hey there! Just wanted to let you know I just discovered your channel. What I love about it is not only did you build cities, but you take the time to develop tutorials on how you use your mods. I watch many of the other builders, and they mainly just focus on building, so I have to try and figure out what mods they are using and for what.. Your videos are a real time saver for me. Thanks so much!!!
I’m glad to help! :)
the quality of this channel is insane
it's not untill YUMBL starts adding timestamps
Thank you very much!
@maraheters there are time stamps in the description…
@@maraheters TH-cam is hit and miss on whether or not they will transfer timestamps from the description of the video into the video itself. Yumbl did put timestamps in the description, but TH-cam just hasn't moved them into the video itself. This is out of Yumbl's control.
@Kaiielle w the knowledge!
So glad I discovered this channel. You knock it out of the park every time!!!
I really appreciate it :)
You push me to be the best city builder I can be. Great work!
Thanks Tennessee!
I've watched a lot of your videos and have been helped a huge deal by them, especially the intersection marking tool tutorial. Didn't find the mod mentioned at 23:50 (max segment length) in the description but if anyone's looking for it it's called Node Spacer by Quboid in the workshop 🙌
You’re exactly right! I forgot
Thanks for listing the whole package of good mods in a row and explaining them a little in the process.
14:48 kind of reminded me of the lyrics "can't touch this" ^_^ Instead of 'get touch this'
I’m glad it helped :)
calmly explaining mods and then slaps the Hard Rock.... I love you. You are a great TH-camr
Was said enough already it seems, Ill just say it again: great content, great editing, no unneccessary bullshit. Good video and thank you.
I really appreciate it :)
I just got back to CS after 2 years and I absolutely forgot everything. Thank you for your videos! I can't tell you how much time I spent to put parking lines into lots, ANARCHYY
I didn't know about that Loading Screen links report and now I feel very stupid. Thank you for bringing that to my attention! Great video!
Two ways I am aware of to remove/replace asset roads:
1) Move it! - hold ALT and select the road nodes, bulldoze using move it and then undo, then upgrade the road using vanilla upgrade tool.
2) (PREFERRED) Network multitool - use the unlock tool (top left little lock sign in network multitool), then upgrade as usual.
In either case, it is very important NOT to move the nodes as it will break road access but will NOT notify you about this. Upgrading roads is fine as long as you do NOT move the nodes. Especially affects ferry and harbor stops. With network multitool, once you unlock segments and upgrade them you can use the same tool to lock them back to the asset, so you don’t break it accidentally which is awesome.
Never watched one of your videos before. Really good explanation. I've been using these mods (except picker which I didn't known about) and still learned something. Thanks
Thanks for watching :)
This is an amazing resource. As someone who uses a lot of mods, this had several that I had never heard of before. Instant subscriber!
Great video! You go into enough detail so that we know what each mod does but the video doesn't feel long at all.
I also learned some. Things about some of the mods that I had for ages, for example I've had precision engineering for so long that I actually thought that its features were from the base game.
You briefly mentioned them but I feel like Roundabout Builder and the Pedestrian Bridges are essential, I guess as an European I can't get enough roundabouts haha
You've earned a subscriber!
Thank you very much! Roundabouts and bridges are two things I like building by hand, so I don’t use those mods.
The mod that works with Fine Road Tool/Anarchy that he mentions 23:40 (Max Segment Length) is called Node Spacer on the Steam workshop.
I like the way you explain things and not assume we all know what every icon or button does. Thanks keep it up and using examples!
Thank for watching :)
Once again, knocked it out of the park my dude!
Thank you :)
YUMBLtv thank you for this informative video.
Also, you are one of the few content creators who thank others for the work they do.
I was watching Biffa doing one of his videos talking about Node Controller renewal 3.0 where he was explaining it and he in my opinion did a poor job and he never once mentioned any of your videos nor the work you did in explaining how to use it. Which in my opinion was a thousand time better then his explanation.
Since watching that video that you created about that particular model I have now become one of your subscribers and I find all the videos you've done to be very clear and concise and extremely helpful.
Thank you for what you do and I look forward and eager to see other videos that you put out.
Thank you very much! Biffa owes me nothing (im sure he doesnt know who iam) and I dont think we are very similar. I’ll keep making videos to help people get better at Cities :)
So glad I found this channel. Clear, concise and well paced tutorials. Thank you.
Thanks a lot! :)
The *Max Segment Length* mod he is talking about at 23:42 is called the Node Spacer:
steamcommunity.com/sharedfiles/filedetails/?id=2085018096
You're welcome 😎
Oops! It’s a Quboid mod too. Don’t tell him I forgot to link it! 😂
This was really helpful. I have some of these mods because they were required from some assets and didn't realize that's what those buttons did. Also load screen mod has been a life saver. I had no idea so many of my assets had missing components not to mention sometimes creators sometimes leave necessary assets off their required list. The report generated lets you click on names and it takes you to the asset which is helpful because the name it has in the workshop is not the name that is actually attached to the asset so it can be impossible to find it in the workshop. I was finally able to clean everything up.
In the future, I'll be proud to say that I knew about you when you were small, you have a bright future!
I appreciate it! :)
I watch other videos and I think I can never do what they do. They know so much -- create a lot of smoke and fire -- and what they do is a mystery. "Pay no attention to the man behind the curtain." I really appreciate that you pull back the curtain. "Let's see what this does. Yep, that was weird." That happens to me (and dare I speak for a collective US), and now we know it happens to you too. Thanks Mr. Wizard.
You’re welcome! I’m glad to help :)
I've been paying skylines for over a year now and have to say this was the most informative video I've seen on it!
Thanks a lot :)
TLDR: Do you want to make a 2-video series about road hierarchy and Transit hierarchy?
Great Video, I just discovered your channel and spent an hour watching the Traffic Manager Video and the ones about some of the interchanges.
One thing I thought of that could be used as a video base very important to show is the concept of road hierarchy and transit hierarchy.
Both are things that can be done only in Vanilla Skylines - no steam workshop and no DLCs required, however, both DLCs and custom assets and mods make this much easier.
What I do with rh is to define a segment length as my base, usually eight to 10 (more often 10 though).
I like to use two-lane roads as local roads and have intersections every 1-2 bases (as an alternative multiples of 10) - this fits the zoning grid perfectly.
Four-lane avenues are used as collector roads, with intersections every 2-3 bases. Since (vanilla) C:S creates traffic lights at every intersection involving four-lane roads, having intersections to close together creates chaos in the long run.
The six-lane avenues act as arterials. Due to their size, I tend to space intersections at least 4-6 bases away, so that traffic isn't obstructed driving along them.
Last on the list are highways, to allow regions to mix and exchange traffic at ease.
Mods and assets that work great with rh are TMPE and the Vanilla+ Collection. (Also NeXT2, but I don't use it anymore). Also worth mentioning is the Mass Transit DLC.
Vanilla+, Mass Transit (and NeXT2) give more road options. TMPE allows getting rid of annoying traffic lights at what feels like to be every intersection.
Transit hierarchy on the other hand is different but interacts with road hierarchy in an important matter to be worth to be discussed further.
Again, vanilla Skylines leaves things to be desired, but essentially trains are used as an interregional transit option, which connect at few but major stations to the regional subway and local busses.
Ideally, bus and subway lines should be used to allow for cross-transfer between train stations and to allow citizens to reach places that running trains to would be inefficient.
The same goes for busses If subways are inefficient to reach a specific place. I also believe that busses and subways should at least start at a train station, better start and end at one. Busses also can connect to subways.
Again, mass transit provides great options for further transport. Also great is snowfall - trams are a great middle-ground between metro and busses. With Sunset harbor we saw an implementation of the metro concept, taking obvious inspiration from the great metro overhaul mod.
Whoops, this comment got longer than I expected.
Sounds like you have a great system when creating road and transit hierarchy! I will probably do a transit focused video some day, but it’s tricky. A lot of people think they have a handle on transit, or have tried and true methods they like to stick to.
with only one mod (bob) in this video, you've solved 50% of my problems and anxieties i had with this game! :D keep up the great work sir!
Excellent! I agree, its a total game changer.
Not sure if anyone mentioned it. Too many comments to go through, lol. The Touch This tool is being DEPRECATED, not getting updated any longer. Replaced by Untouchable Mod. Great video, as always!
I saw that! Haven’t checked it out yet. Thanks a lot!
Great list of mods, and some good oldies there to. Nice to see an updated vid listing both old & new. Thanks!
I’m glad you like it :)
Another great vid man! Mods videos are so important to keep up to date so thank you! Especially nowadays as we've had some amazing additions from the modding community in recent days!
Thanks for watching!
Man you 100% deserve this sub that I'm about to hit you with. GJ algorithm!
Thanks a lot ;)
i´ve find this channel recently and oh boy, WHY IN THE HELL TH-cam didn´t show me this videos BEFORE! The content is amazing, the format of the videos, music and edition are on par with some of the pro CS youtubers or twitch. Keep the good work all the way up! Cheers!
Thanks a lot! :)
@@YUMBL right now i'm subscribing to all must have old and new mods and testing out for a new city to build. Your vids made a before and after on my CS build pattern and way to play. THANKS TO YOU!
Just wanted to drop by and say your content quality exceed other CS TH-camrs by miles. Keep up the good work!
Thanks a lot!
YES now I found out how his intersections look so cool (That's why I asked you the road assets because I thought it was part of the pack but it was intersection marking tool)
Thanks for another fantastic video. You are always clear and easy during the explain. For the next video about mod i have a suggestion: "Enhanced district service", that allow you to separate the service building like police, fire, garbage ect...in every single district
Thank you very much :)
Dude, another amazing video! Short, concise and to the point - even showing a demo of the mod and you've timestamped the video for the different mods. Very well done! I need to see if you've got one on Themes and managing those, I grabbed your 'collections' stuff on Steam but haven't quite figured out the themes (or how to use a lot of the assets properly).
Thanks! Check out my video about “visual mods”
For anyone now scrolling through YUMBL's uploads:
The "visual mods" video is named "MODS to BEAUTIFY Your Skylines!"
90 seconds in and I'm stunned. I'm on the workshop like once a week and I completely missed BOB for some reason. What a mod!
It’s phenomenal.
Finally found someone who talks basic yet essential things for proper city building 👍, new subscriber ✌
Welcome in! :)
What mod do you use for the roads without markings, as seen in the neighbourhood where you showcase BOB? Or are the roads just assets? The only thing I seem to find in the workshop are mods that remove all road markings entirely. I'd like some more control over which roads have them and which do not.
Once again, great stuff. Your videos keep popping up in my recommended and judging by the comments for other people as well, so I hope that's a sign that the channel is starting to pick up momentum. You definitely deserve it, keep up the good work and they will come!
“Big urban roads” and “suburban roads”
this channel should have atleast 100k subs for this kind of contents.
Thanks!
Great video again.
Quick question: What are you using to get those articulated busses at 0:12? I've been looking for a decent asset like that for a while now and they're all either using the stock 30 passenger bus model or have some absurd capacity like 200+ passengers or something. I'm not looking for anything OP that breaks the mass transit system, just something reasonable that gives me different options and looks good too and those articulated busses look good.
Check out the “Ryde” series. Those are their BRT busses
@@YUMBL Thanks. Just got them off the Workshop. I'll start playing around with them next time I load up CS.
Hey YUMBLtv Not sure if you mentioned this ? (I haven't had the time to go over your vids, sorry too busy perfecting mods) Just a note to all your viewers you can also use Node Controller on train tracks and paths thanks for the video and mentioning node controller keep up your amazing work
I have an entire video about node controller 3 :)
@@YUMBL Awesome if I get time I’ll scrutinize it joyfully
I await your constructive criticism! 😂
I guess the biggest omission would be prop line and prop anarchy tools, but great list otherwise. And I like the fact that you were not tempted into mixing assets to this list like a lot of other lists out there
Hype :D the origin of the tree road 11:56
Good catch! 😂
How the heck did I just find this channel out just now???
Magic! Welcome :)
I.. me.. I can't thank YOU enough. Thanks for explaining all these mods. You are the only that I've found that do this, explain so clearly. Thanks!!!!!!!!!!!!!!!!!!!!!!!!!!
You’re welcome :)
What is that two buildings on 25:00 that have smooth 45° corner?
You're great at explaining stuff. I never leave with questions after watching your videos.
Great list of mod, many thanks, some new and some I already know about. I hope a lot of these are in V2 of Cities.
Subscribed immediately! Great quality and great editing.
Thanks a lot! :)
Great video! Just FYI that Fine Road Tool and Fine Road Anarchy have both been rolled into one mod and replaced by Network Anarchy. Also Zoning toolset was replaced with Zoning Adjuster
All true! This video is a few years old but my mod collection linked in all my more recent vids is current :)
Addition to Loading Screen Mod 7:51
The mod page itself states: "if you use the Find It! mod you'll see less memory saved because Find It creates some textures." just fyi
Hey, what's the toolbar on the right at 25:05? I can't seem to find what it is
“Network skins”
IMMEDIATELY goes to workshop to say hello to BOB. Never clicked subscribe so fast.
Its so good!
Man business has been booming lately.
;)
@@YUMBL the Algorithm gods are appeased.
I have seen many videos and this is the Best Cities Skyline channel.
Thank you very much! :)
Thank you! I was not aware of some of the mods :)
You’re welcome :)
I also use the toggle zoning tool but further more if you want a road to only have zoning on one side of it you can use fences
Also your realism video got me to check out both Realistic Population and RICO Revisited. Started a new city and really enjoying both so far- it was time to start new anyways.. I had found that Metro Overhaul Mod and Fine Road Anarchy 2 have a conflict where over time MOM will slowly sink underground stations further and further, I believe during either loading or saving, until the stations and tracks completely stop working
Fences are a great idea!
For timestamps to work in the YT timeline, you may need to start with the 0:00 timestamp then go from there. For example: 0:00 Intro 0:27 RoN ... etc
Interesting! The links in the description work just fine. Seems strange
You're killing it Yumble! You make great videos!!
Thanks a lot! :)
Why do my props and other assets not save with my city? I spent an hour on a park area with lots of props and I reloaded it and they were all go. I had pop anarchy on and off several times throughout, but all of them are gone not just some.
I love Bob.
Also touch it.
Doesn't work well with train station.
It breaks the line.
But this may be related to another mod.
Harbor stations works.
Just found your channel today, your videos are great! Well produced, informative and you very much deserve more followers
Thank you very much :)
I’ve just found out about your channel dude and wow you do a great job explaining mods properly and very easy to listen to! Definitely got a sub from me keep up the good work lad!
Thanks for being here :)
What mod gives him the vertical panel at the bottom left at 23:30 ????
Fine road anarchy and fine road tools. Its linked in the description.
If any modders want ideas I'd love a road which is a back alley, something between a pedestrian walkway, bike path and small road I could use to fill gaps between buildings without creating a whole junction with crosswalks and traffic lights etc. Sort of like the alleyways you might get in New York or any other big city. It won't have any zoning of its own so it doesn't mess up other zoning. If possible it would be great to have size options, ie one tile wide, two tiles wide etc. Or even better, be able to 'fill' gaps between buildings and roads.
zoning toolset is a mod i really needed but did not know existed. I always places a fence or bike pad the prevent houses snapping to te main road and block the traffic flow
Well I guess I know what I'm spending school lunch doing
You are very helpful, thank you! What was the YTer that you mentioned that does the tutorial on MoveIt?
Thank you! Slay3k has the great “move it” tutorial.
Just a heads up..... The only asset that "Touch This" mod doesn't work on is the damn. If you try and upgrade the road the damn will not function as a power plant. Great list of mods and how to use them. Thanks!!!!
Thanks a lot!
The only TH-camr i need for cities. Thanks Sir.
Yaaaasss! Thank you :)
I have heard you say not to use lane connectors in multiple videos, but haven't heard you explain WHY? Does it eat up memory or something?
I find then super useful since just using arrows often doesn't really work, if you for example add a diagonal road as a slip the game doesn't always recognize it as a "right turn" but rather just a straight road, so using the arrows would not even work. Also, I love micromanaging my roads completely, but if it is bad for some reason, I would appreciate to learn why?
I also try to stay away from big intersections, I'm a big fan of roundabouts and directional roads instead and lane connectors works wonders then, you just have to add a node once in a while to let them switch lanes if they are forced into a lane that wont let then reach their exit (in a roundabout f ex).
Yes! Connectors are great for highway exits and interchanges, but they can can problems in normal intersections. It forces cars to pick a lane, which may give them a hard time down the road. Making routes unnecessarily convoluted and complex for pathing. Lane connectors are fine as long as you connect to all the options on the other side. ie right turn lane connected to all right turn options. (Which is the same result as an arrow.) i’d recommend reserving connectors for interchanges and those pesky diagonal intersections where the arrows dont know what theyre doing. Connectors are also good when wanting cars to not change lanes at a node. Hope this helps clarify!
@@YUMBL It really did, thank you! But I think you should clarify that next time you mention it in a video because I 100% agree. If you start to micro manage (lane selector for example) you need to micromanage all the way. And as I mentioned earlier, a neat trick to use is to use a node mod that allows you to add and remove nodes from roads (cant pull the name out of my name right now, but you probably have a suggestion for a mod), add a node so cars that happen to be in the wrong lane after an intersection/sliproad can switch lane, would recommend to micro manage that node as well with lane connectors and only let them switch ONE lane at a time, otherwise cars might come to an almost complete stop while they do a 90degree turn to switch 2 lanes over.
Electrix road tools ;)
Wow, thanks for this video! Very, very helpful!
You’re welcome!
This was great, thank you! I subscribed last night and I'm glad I did, you deserve more subscribers!
I appreciate it!
I love your videos. You're always so informative and helpful.
Thanks for watching!
Hi Yumbl. Great channel.
I found out that FPS booster more than doubled my loadtime. Pretty annoying cause the mod itself does a great job. Turns out one should uncheck the loadingscreen limiter. This brought my loadingtime back to normal.
Thank you! To my knowledge the loading screen fps limiter shouldn’t affect load time. The game isn’t loading in “frames” per se. It’s moving data into RAM unrelated to anything graphical. It doe’s make chirper spin slower visually.
@@YUMBL Well, I looked among the comments of the mod for anyone having the same issue, and they got a reply from the mod creator stating exactly this. I tried it and it worked. Don't ask me how, but it made me happy. I just thought to put a comment here for anyone having this problem.
I’ll uncheck it and see what happens. Thaks for the tip!
@@YUMBL yw!
Did it work out for you?
you are in my recommended again ;D
Welcome back!
@@YUMBL haha :D
Thank you SO MUCH for BOB!
I once saw a TH-cam video where they used Move it's selection & copy tools to then paste exactly what was copied in to the editor.
I know that it can be done, I just wish I could find the original video that displayed the trick in detail.
Theres a button called “save selection” in the move it interface. Also one called load selection. Thats how its done :)
@@YUMBL Thank You!!
Thanks for this! Had several of these old classics but some new mods I've already subscribed to! Now I just need to dive into the world of content mods, I'm all vanilla at the moment but those roads and buildings look so good
Get the mods! :)
@@YUMBL Download complete! :)
@@YUMBL are you streaming in a couple hours? I'll come hang out
There's buttons down here
There's buttons over there
There's buttons in the corner
There's buttons everywhere
Sick beats
Thank you ;)
I love your accuracy work!!! Keep going!
Thank you :)
What's your theme and color correction override? It looks amazing!
Technically speaking, when you draw roads over trees, the trees are *not* deleted. They are just not shown. If you have the anarchy mod and have it set to show trees then upon reloading your city, you will see trees on your roads. This is how BonBonB has his setting when reviewing maps so that you can see where the creator fails to remove the trees from the roads and/or rail system.
I don't generally like C:S TH-camrs that use time lapses extensively (you, among others, are like that). But I have to admit, your voice is so easy to listen to. I may subscribe if only to hear you talk but not necessarily watch you play. I prefer watching more of a "Let's Play" like Biffa or CPP. Though they do use time lapses, it's usually far and few between and only when absolutely necessary. And unfortunately, I just don't have time for Twitch to watch live streams.
Do i use time lapses extensively? Seems to me its a very small percentage of my videos.
I've seen individual street lights deleted so they don't poke through bridges from below, but I was never able to delete them.
Is there a mod that enables me to do that?
There are two current ones that can help. “BoB” and “Network Skins”. I would get both for different reasons.
Ok, thanks
I've also have had a hard time elevating a Monorail station, the ground comes up with it and suggestions on how to lower only the ground haven't worked? ;-)
The monorail stations should already be elevated.
I was trying to raise it to a bridge height where the track was.
Some of the features of precision engineering, such as snapping to angles, have been added to the base game since the mod came out.
In perfect 5 degree increments? I’m not so sure about that
@@YUMBL precision engineering does still do it better, and had a range of other features, but the devs obviously agreed that the mod highlighted a part of the game that was lacking.
Just came across the channel. Absolutely love your content. Subbed and notifications on.! 👍
Thank you very much! And welcome :)
Tell me how did you make these graphics with a video
LUTs’ and a beasty PC.
I have a video about visual mods in cities skylines that explains it :)
@@YUMBL which video has a lot of
“MODS to BEAUTIFY Your Skylines!” Is the name
@@YUMBL Could you please shoot a video and explain how you apply all the graphics modes.
I have to say mostly because I am basic. The 6 lane road with bike lane is amazing on average it gives you a 20% boost to your traffic flow
Thanks a lot for this review. I still discover some new useful mods, thanks to you 👍
You’re welcome :)
Instead of touch this I just like to use the nod that allows you to put cross walk where there is no intersection. If you put one on the road of the port it then let’s you modify the road type (and then you can remove the crosswalk). This way I don’t need a separate mod, and the crosswalk creator is a must, especially when you work a lot with path it lets cims cross where there is no intersection.
I love how I use most of the mods, and yet I was not fully using them.
"Scale UI" and "Speed Slider" are essentials too imo.
I’m pretty sure scale UI wasnt released when i made this. Stay tuned for other possible mod vids though ;)
@@YUMBL It's been out forever... keep up the great work.
I was thinking of “UI resolution 1.0”. My mistake!
Touch This isn't actually needed if you have Move It. You can hold down the ALT key and select the node on the building road and use the Move It bulldozer to remove the road and replace it with any road you want.
Fair! But then you lose the positioning of that node too
The node can actually be placed anywhere, You can even use a dead end road straight into the spot where the truck enter and exit the building.
Yes, but what if I want the road exactly where the asset creator designed it to go?
what road pack
are you using to make your streets look so clean?
Big urban roads. I have a video called “realistic intersections” that shows them off :)
Thanks man!
I have the UI button, but I have NO IDEA on how to put other "buttons" into it, so it's mostly FOR LOOKS at this point.