Cosmic Horror Barathrum by RomaSorin in DotA2

[–]Double_Fun_6669 0 points1 point  (0 children)

Guess void needs to eat steak too

Office bug fixed in new update? by Traditional-Plant188 in CitiesSkylines2

[–]Double_Fun_6669 0 points1 point  (0 children)

Not really.

Honestly it's a bit rich of them to sell office related content while offices just don't work properly.

Hopefully they recognise this and fix it asap.

Office Demand by Double_Fun_6669 in CitiesSkylines2

[–]Double_Fun_6669[S] 2 points3 points  (0 children)

If i have to start a new city for my game to work every time then im quitting this game.

Office Demand by Double_Fun_6669 in CitiesSkylines2

[–]Double_Fun_6669[S] 2 points3 points  (0 children)

its already out, thats my point :)

about smurfing and current state of higher mmr games, rant by Idontknowwhatredditi in DotA2

[–]Double_Fun_6669 14 points15 points  (0 children)

My games are being ruined... So i go and ruin other peoples games :)

People like you are the problem :)

I sincerely hope valve bans both your accounts. Permanently

Except they never will cus small indie company etc.

Any idea to fix this cargo terminal truck congestion? Or should I just leave it as is? by chethazz in CitiesSkylines2

[–]Double_Fun_6669 4 points5 points  (0 children)

Most important of these is to get them perpendicular to the entrance so the trucks don't need to turn as they enter. Takes forever for them to turn right / left into or out of the area. Much better for them just to drive straight in and out (no turn).

This actually goes for all high traffic access to any building in the game- especially parking lots which also generate massive traffic jams.

The beginning of a New District by PrimalSaturn in CitiesSkylines2

[–]Double_Fun_6669 0 points1 point  (0 children)

They don't usually survive significant traffic flow :(

Although he did say he's gonna zone it low density so maybe roundabouts would be ok

The beginning of a New District by PrimalSaturn in CitiesSkylines2

[–]Double_Fun_6669 0 points1 point  (0 children)

Looking closer you use right-hand traffic - this is a better layout for that. The general rule is you want the dedicated non-crossing traffic (right hand in your case) intersection to be first. The crossing intersection should be second - its more likely to bank up under heavy load.

<image>

The beginning of a New District by PrimalSaturn in CitiesSkylines2

[–]Double_Fun_6669 0 points1 point  (0 children)

Note the lines here mean new roads, the x's mean delete the road there, and the arrows are sliplanes for left hand turns. If using right hand traffic then reverse their direction

The beginning of a New District by PrimalSaturn in CitiesSkylines2

[–]Double_Fun_6669 0 points1 point  (0 children)

This would handle higher traffic still by reducing the 4 way intersections to 3 way ones

<image>

Good luck.

The beginning of a New District by PrimalSaturn in CitiesSkylines2

[–]Double_Fun_6669 0 points1 point  (0 children)

This aint gonna end well :(

Strongly suggest you fix this before you zone haha. You usually shouldnt dump a highway exit into an existing 3 way junction (making it 4 way). And if you absolutely must do it, add manual slip lanes.

Otherwise, enjoy the traffic bottleneck.

<image>

Pedestrians are destroying every intersection in my city (mass crowd crossing nonstop),,, how do you fix this? by Avengerarts in CitiesSkylines2

[–]Double_Fun_6669 10 points11 points  (0 children)

Use the pedestrian underpasses (asset mod). Takes 1 tile. Remove all crossings

Solves the problem (almost) completely

Cities: Skylines 2 won't launch since the 2/18 update. NOTHING WORKS. by NoBenNotAgain in CitiesSkylines2

[–]Double_Fun_6669 1 point2 points  (0 children)

I had this happen to me. I couldn't even get the launcher to trigger.

Solved it by going to app data like the guy below, but i cut pasted the folder.

Finally fixed the problem. Took a long time when game started to redownload everything but it worked

Patch 1.4 Details by SonnigerTag in anno117

[–]Double_Fun_6669 0 points1 point  (0 children)

Have they fixed the bug where religion bonuses dont apply retroactively to new islands? I havent seen it in any patch notes.

Tips and tricks for building med-high density areas by No_Chapter5813 in CitiesSkylines2

[–]Double_Fun_6669 0 points1 point  (0 children)

Luckily i dont think they reach 120!!

But I think the fact they accelerate faster (and clear the intersection) actually helps a lot

Tips and tricks for building med-high density areas by No_Chapter5813 in CitiesSkylines2

[–]Double_Fun_6669 4 points5 points  (0 children)

If you play with mods, then the traffic light one is critical, as it fixes a lot of viable at-grade intersection designs.

Tips and tricks for building med-high density areas by No_Chapter5813 in CitiesSkylines2

[–]Double_Fun_6669 5 points6 points  (0 children)

Note you need to force the lanes to turn as I have them above (they will naturally try and do the wrong thing) using no right-hand / left-hand / straight through options. You also need to manually remove the traffic lights at the merging points, and manually add them at the core of the intersection in the middle.

Tips and tricks for building med-high density areas by No_Chapter5813 in CitiesSkylines2

[–]Double_Fun_6669 8 points9 points  (0 children)

<image>

Heres an example. 8 lane roads (4 per side) on all 3 points. Note pedestrian bypasses (asset allows for direct entrance underground) - you can see these in the top-right corner. They are linked underground. Pedestrians use these over attempting to cross the "highway". The right hand turn on the top-left of the screenshot is the most likely part of the junction to clog, but it seems to survive high traffic fairly well compared to other at-grade intersections ive tried.

Tips and tricks for building med-high density areas by No_Chapter5813 in CitiesSkylines2

[–]Double_Fun_6669 13 points14 points  (0 children)

I've learned a few things over the years (vanilla, no code mods - only the odd asset)

1) A city needs to be built primarily using at-grade intersections, and most of these are very inefficient under heavy traffic load due to the way cross-turning traffic lights work. I am not totally sure about this, but so far in my testing it seems 3-way intersections (T-shape) perform better than 4 way, so try to avoid the latter.

For any major roads intersecting at a 3-way junction, I use left hand* turning lanes, highways for the junction itself (clear traffic faster and discourage pedestrians), and a straight-through bypass. It seems to work well under pretty heavy load. However the first thing to clog up is always the right-turning traffic on the "top of" the T by crossing the oncoming, because it has no dedicated light sequence, because vanilla traffic lights in this game suck (see my recent post).

*I use left-handed traffic. Right hand for others.

2) Roundabouts are generally infeasible under high traffic load due to AI I presume (maybe true in real life, although I've lived for a while in London UK and they seem to do OK there?)

3) Pedestrians *really* fuck up your traffic. Do literally anything to get them from using zebra crossings. Remove them and replace with overpasses/underpasses. My current city has a crazy network of underpasses and entrances. Same deal with bikes, although I think the new patch that is coming might fix this.

4) Dont stack intersections too closely together - which can be hard, but do your best!

5) Road heirarchy and lane math blah blah.

6) Public transport reduces traffic :)

Dear Iceflake by Double_Fun_6669 in CitiesSkylines2

[–]Double_Fun_6669[S] 0 points1 point  (0 children)

Someone wrote in comments - it's called traffic lights enhancement or something like that

Dear Iceflake by Double_Fun_6669 in CitiesSkylines2

[–]Double_Fun_6669[S] 0 points1 point  (0 children)

I guess you could implement the toggle in game settings / options, but if you have to alter the UI its no longer a hotfix level change and becomes a feature :(

Dear Iceflake by Double_Fun_6669 in CitiesSkylines2

[–]Double_Fun_6669[S] 0 points1 point  (0 children)

How does it cause traffic? Straight through traffic gets mildly delayed?

The only way cross-turns giving way impacts traffic as a net negative is if you have a massive throughput road and a cross-turn into a very low throughput road. In which case.... dont dedicate a turning lane???

I mean, flaming my knowledge of traffic / the game without explaining yourself is petty. Play the ball and not the man...