Urban75 Home About Offline BrixtonBuzz Contact

Cities Skylines - The Simcity we should've got

Traffic is annoying me, industrial traffic in particular. There's something not quite right.

I have two freight ports, two cargo stations and a highway in fairly close proximity, all amongst industrial zones. This generates a lot of round trip traffic, and I'm not even sure it's possible to handle it at all. To boot, one of the cargo ports is almost entirely unused. I'm hoping they improve the logic a little.
 
Traffic is annoying me, industrial traffic in particular. There's something not quite right.

I have two freight ports, two cargo stations and a highway in fairly close proximity, all amongst industrial zones. This generates a lot of round trip traffic, and I'm not even sure it's possible to handle it at all. To boot, one of the cargo ports is almost entirely unused. I'm hoping they improve the logic a little.

Sounds like too much in one place maybe? I have a bunch of 4-6 block industrial estates around the edge of my city(ies), each with a cargo station. No traffic issues.
 
Ringing an industrial estate with a decent one way is useful. And then don't make all the internal roads connect to both sides of the loop. Cargo rail / ship on the edges of the loop.
 
Weirdly I've had no problem with money so far. I hovered between 2k and 35k for a while as I kept buying an expensive building here and there once I was able, but during that time I was making around 1.5-2.5k per whatever-it-is. Now I have over 250k bringing in between 4-5k per thingy, and 13k people.
I think I figured out what my problem was; I was starting off too small, so the small amount of residential and industry wasn't enough to attract enough people/taxes to build funds. I started again and zoned a much larger area to start with, and now it's all good.

Is there an easy way to lay roads so you get nice neat layouts of buildings? I always seem to end up with weirdly shaped outposts. :(
 
Go into the transit view via the icons in top left. From there you can rename, re-colour and delete transit routes of all types.

Aaah. I found my way to the line properties by clicking on a bus, but didn't know there was proper summary view. Cheers :)
 
Sounds like too much in one place maybe? I have a bunch of 4-6 block industrial estates around the edge of my city(ies), each with a cargo station. No traffic issues.
Possibly. Here's a pic:

http://crap.wapoc.com/cs_1001.png

Traffic in this picture is a bit knocked down because I just redeveloped, but it'll be back.

The roads leading off the highway are one-way, as are some of the other main thoroughfares. They drive on the left.

The cargo ports & stations actually seem to own trucks that go bimbling about the place. The port in the back left gets lots of traffic; the one in the right, almost none - not altogether surprising, but when you put the two together, it seems wrong.
 
Possibly. Here's a pic:

http://crap.wapoc.com/cs_1001.png

Traffic in this picture is a bit knocked down because I just redeveloped, but it'll be back.

The roads leading off the highway are one-way, as are some of the other main thoroughfares. They drive on the left.

The cargo ports & stations actually seem to own trucks that go bimbling about the place. The port in the back left gets lots of traffic; the one in the right, almost none - not altogether surprising, but when you put the two together, it seems wrong.
That looks like overkill to me. I'd cut your ports and stations in half. That's a huge industrial area too. The pollution must be incredible :D
 
Are you running a gfx mod there, VP, or is that vanilla gfx?

There are a couple of mods for graphics.

Dynamic Resolution lets you increase (or decrease) the resolution to make everything crisper and cleaner, and to help with aliasing since no matter what I do I can't get aliasing (including driver based) to work.

There are a bunch of colour correction LUTs (look-up tables) that you can add via the workshop, and then you can change them whenever you want via the colour correction tab in the options menu. I have way too many. They're great.

Then of course there is a camera mod to let you get down to floor level, etc, and a mod to hide hud since you can't use the in-game camera button while using the camera mod (since it activates free mouse-look).

Everythings on the workshop.
 
https://www.reddit.com/r/chirpit

Well this is just brilliant. There's a mod on Steam Workshop that will connect to any reddit sub you want and change the damned annoying chirp messages to the headlines from that sub. The default is this sub ^ which users are adding to in character so it fits with the game. If they can moderate it so it stays in character and with no abuse etc that's going to be just excellent.

Here's the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=408705348
 
https://www.reddit.com/r/chirpit

Well this is just brilliant. There's a mod on Steam Workshop that will connect to any reddit sub you want and change the damned annoying chirp messages to the headlines from that sub. The default is this sub ^ which users are adding to in character so it fits with the game. If they can moderate it so it stays in character and with no abuse etc that's going to be just excellent.

Here's the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=408705348
WARNING: This mod has been shown to corrupt savegames.

I've uploaded my first custom map. Feedback very welcome :)

http://steamcommunity.com/sharedfiles/filedetails/?id=409670953

It's the shoreline and valleys around Santa Cruz, California. I've included the local highways and railway in as accurate a location as I could manage. Lots of fast flowing rivers in this one, so the potential for hydrodynamic mishaps is high. Enjoy!

7SmFjGl.jpg


MOuWNok.jpg


rgmUl6V.jpg


(I have no connection with the area whatsoever - I just thought the geography was interesting)
 
They've fixed the reddit mod now. It corrupted my save. I'm about to download the fix. They're waiting for it to be delisted as incompatible, but in the meantime the source is on github.

Lovely map, crispy. I've not downloaded any custom ones yet. I'll download yours and take a look :)
 
I got this on Saturday evening, played a little to get a feel for it then started a new game and played solidly on Sunday and Tuesday and built this city over those two days.. this is the middle bit of it:

WBh5ZD3.jpg


Great game... I know how great it is because on Sunday I got up and started playing, then felt hungry and thought it must be time for breakfast... went downstairs and realised it was actually time for lunch!

Haven't really done anything with trains and only a couple of bus lines but loads of metro stops. I'm appreciating the lack of natural disaster type events and how generally it's not a game where everything is on the knife edge of falling apart all the time - you can build up the city and then spend time trying to work out how the fuck to sort out a particular junction/set of junctions so the traffic flows better.

Traffic logic is bloody annoying at times - the junction at the south end of the office district that is in the top right segment in that picture, the one that connects to the highway - that had traffic queueing back into the residential district, all the way along to the unique building roughly parallel with the north end of the office district, because everyone needed to be in the RH lane to enter the highway and refused to use either of the other three lanes that would taken them all the way to the on ramp! I sorted this out by making those bits of roads into highways with off ramps into the office district and then using the trick of compressing down the number of lanes after a junction that Crispy posted earlier to create proper merge lanes - as soon as I did that, the traffic jams just vanished.

I'm going to have to spend some time in the asset manager to try to create some road junctions I think are missing - in particular a Y shaped piece to merge together two one way roads - every time I try to do this, I get a junction where none is needed (see the southern end of the cloverleaf junction north of the Butler district for an example - both ways should just flow but give way to each other instead). In general, they don't seem to have handled merging lanes at all, and I don't understand why there isn't a 4 lane one way road, and also a 5 lane one would be useful for forcing merge lanes. There are times at junctions where I want to give people a free right turn and it'd be great to have a way to set that up without mashing up a district with highway on ramps which don't quite work as free right turns anyway. Also when you have two one way streets / highways running next to each other, it should be possible to setup a crossroads/t junction which would be treated as a single junction, not as two junctions - I'm thinking in the asset editor I could make a 12 lane road to achieve this.

I failed to set it to left hand drive which was a mistake as at least one of my one way systems runs the wrong way.. I've spotted a mod that lets you turn one way streets around which I'm going to add into my games but I've already cross connected this one and I cba to change that when I know I'm basically done with this and once I've got over my cold I'm going to start anew.

Tempted to go for some kind of 1960s technocratic utopic grade seperation dream as I suspect this game will reward that even though it failed so badly in real life. Can't wait for someone to do a cycling mod which adds bikes and different types of bike lanes in.

Anyway, brilliant, and was £23 which is a great price, was expecting it to be £40 and would have waited for a price drop/sale to buy it if it had of been.
 
Tempted to go for some kind of 1960s technocratic utopic grade seperation dream as I suspect this game will reward that even though it failed so badly in real life. Can't wait for someone to do a cycling mod which adds bikes and different types of bike lanes in.

It works really well. It turns out people will be happy to walk for miles if they don't have to cross any roads.
 
Huh. So the modding interface allows the execution of completely arbitrary code. If you run as admin (which many windows users do), this means a malicious mod can happily delete or modify any file on your system. Be careful what you download.
 
Huh. So the modding interface allows the execution of completely arbitrary code. If you run as admin (which many windows users do), this means a malicious mod can happily delete or modify any file on your system. Be careful what you download.
:facepalm:
 
That's not that unusual - a lot of architectures work like that with no sandbox. It's just normally oriented towards a more involved, hands-on install, rather than 'click a button and get this'.
 
Huh. Lots of flowing water comes down the hills. I will see what I can do...

I have no idea how it works. Certainly, in the starting tile there's no flowing water at all, so if all the currents are further up in the hills you'd have to start with everything unlocked to buy up those tiles first.
 
I have no idea how it works. Certainly, in the starting tile there's no flowing water at all, so if all the currents are further up in the hills you'd have to start with everything unlocked to buy up those tiles first.
Turns out the rivers have to be deeper and wider to get enough "flow" for the arrows to show up. Also, you can't dam the mouth of a valley and fill it up with a lake - it just gets about 1/4 of the way up the dam and then stops :(
 
First proper patch today. They've added in a few things that had been covered by mods, like a film grain slider, volume for that fucking chirpy thing, the ability to swap between 2way and 1way roads and change direction, etc. Supposed to be a bit more stable too.
 
I made a thing.

2015-03-20_02-43-56_00003.jpg


Park'n'Grill. Off-road parking combined with everybody's favourite pastime, grilling!

I like little car parks that I can put at the end of streets to stop on-road parking building up too much, and to fill in the space I leave so trucks/ambulances etc don't block the way when they stop. This combines some of that parking with a nice little park area for people to hang around.

The name and description are borked, not showing up properly. And I need to move the hang around marker because people go and stand in the bushes :facepalm:. Also need to check the regular in-game park values for radius, cost, etc. Once I've got that ironed out I'll put it on the workshop. How exciting!
 
Creating or modifying assets is so much fun. I've modified all the service buildings to make them a bit more interesting, with parking and benches and bushes and so on. I'm embarking on making a few different versions of all of the residential, commercial and industrial buildings too, just so everything doesn't look identical when you end up having 10 4x4 buildings in a row.

I don't think I'll upload them, because it's nothing people can't do for themselves very easily, plus there's no way to create a package with all of them together, so the workshop would be swamped with 200 listings of "L1 2x3 Detatched03" etc.

Once I've exhausted my interest in Cherry Town, I'm going to play on your Santa Cruz map, Crispy
 
Back
Top Bottom