It is used in america(US). it is called the priority sign, meaning that if you are approaching an intersection and see this sign, you have priority to cross and don't have to yield to side road traffic. the purpose of this sign is if a traffic light in an intersection fails you have road signs to show the natural order instead of having essentially a stop sign for all directions at that intersection.
The sign makes sense - the closest I've seen is a 'keep moving' sign in parking lots where people don't always realize they have right-of-way. A lot of our signs are completely different. Rectangular speed limit signs, etc. I won't say it's nowhere, but I haven't seen or heard of it anywhere here.
The time stamps for each mod! Extra Landscaping Tool: 01:08 Move It : 02:25 Find It: 07:43 Fine Road Anarchy: 09:38 Fine Road Tool: 10:53 Traffic Manager: Presidential Edition: 13:39 More Beautification: 19:52 Prop & Tree Anarchy: 20:32 RICO: 21:20 No Pillar: 22:20 EDIT: would you all like to see the rest of my mods tomorrow ? Lemme know :D Thanks Betchez
I normally like to play without mods but these look so damn useful, especially since they are implementing functions we should have in the game anyway.
16:55 This sign means that you have priority, it's basically the opposite of the inverted triangle . Where I live in France, we've got these road signs on country roads so we know that we'll have priority if there is an intersection with a small road.
In Germany we call this one the "fried egg". And yes, I saw them a lot in Haute-Savoie. Before i went there, I didn't even know they exist outside of Germany
Yes, the most important mod here that really really adds to the realism. The vanilla (with DLC) does now have the traffic lights, stop signs and "main road" features and is generally smart enough to figure out the lanes on its own. However it must also have the arrows control, crosswalk and yield sign toggles, like the traffic manager does - that would be quite sufficient for the realism. Currently as it is, the roundabouts are only partially useful and completely unrealistic due to lack of these features, even when using the highway (which is a hack).
its a paradox game and in the game there is a radio. it plays all kind of different music. so it also can play music of hoi, eu4 and other paradox games :)
I abandoned the game shortly after it came out, but now that I've installed it again with a few quality of life mods, oh man, it's so much better. Move it! and the traffic manager are a must if you value your sanity.
I just started cleaning up my workshop files after almost a year of not playing cs for its dreadful load time and your video helped me to refresh my memory. Thanks
w00dyblack do I have to wait or update them, or do they update themselves ? Because it‘s a mess to activate the mods wich are working and to turn off the mods wich are Not working😂
I love the part at 9:50: Sam: Activates road tool mod Chirper: * gets bloated * Sam: That's just how it is... It's how a lot of the mods work. You activate a tree placement mod and your smart TV in another room changes volume. Eventually, you have 43 mods and you install that one last mod to make the game JUST PERFECT and your PC spontaneously combusts, after which you give up and go read a book. That's how it was with SimCity 4, the modding community there has been insane. You knew exactly which sequence of commands in the game would cause a crash or BSOD :D.
Hi...great vid. As a newbie I really appreciate you giving these suggestions and hopefully they'll make the game much more enjoyable for me because I was quite ready to give up on it. I should say that the links you provide for Move It and Traffic Manager didn't work when I used them. I finally managed to find Move It in your list of mods but Traffic Manager I had to Google search for it.
I was a bit surprised to see you promoting the No Pillars functions and at the same time you have Fine Road Anarchy & Fine Road Tools. In my opinion the latter two allow for much better control of i.e. collision detection plus introduce additional favorable functions No Pillars does not have. Also, since you have Network Skins to replace pillars of elevated roads and bridges there barely is anything left why you would need No Pillars, is there? The only meaningful remaining function of No Pillars I would see at this point is the one about zoning. Yet for that there exists another nice mod named Zoning toolset: steamcommunity.com/sharedfiles/filedetails/?id=592076973. Zoning toolset would integrate into the toolbar and thus permanently frees up the space where else the overlay of No Pillars pops up.
After subscribing assets/mods, it show nothing for no reason and its 3 weeks it is going like this. Before it was working and assets and mods show up. Now, for no reason I cant see anything, even infinite moneys mod. I really need help, I want to play this game with mods..
It's called Network Extension 2 or NExt 2. It also has tons of road options. Fully compatible with traffic manager mod, but you have to do some changes in order to function as it should be, because other vehicles can use the lane by default. Or just simply go to the mod option in menu/content manager and disable other vehicles than buses.
That was long needed! :-) Had already several of that mods, but didn't know about all of their finesses. Thank you. Additionally your english is good for listening too and understanding (for me as a german native speaker). Will definitely look more of your videos.
At 11:39 you had No Pillars on Default yet were able to build a road through the corner of a property's carpark? At 23:41 same thing but you were not able, what changed? Does Move It! allow clashing with other assets without help from anarchy mods, or are they a requirement?
Q: For plopable and RICO buildings, are they fixed as is once placed or will they upgrade/change if the neighbourhood's value changes. Not sure how I missed Traffic Manager, I need that one. Thanks.
Do you know of any mods that let you smooth out height changes in a set of road segments. Like for a corkscrew or something that you have to do in 2-3 steps? Because even with Move-It I always end up with a really lumpy look and flat spots over the pillars.
Hi nice video. Thanks for the tutorial. If I have an inclinated street and I want to make a smooth one beetwen two points of diferents elevations How do I do that??? I never was able to do that with the mods.
I'm listening to the background music and was like, wait, do I have EU4 on in the background??? No you sly devil, you have it on low in this video, hahaha!
I swear. RU-vid erases comments, Likes, and Subs. Sam was the first that I ever Subbed to about this game, and all of a sudden I wasn't anymore. Even all my comments on his videos were scrubbed!
@Sam Bur, Awesome production! Thanks a lot for this comprehensive presentation of these great modes. The sign with yellow background is "priority road" and is commonly used in Europe at almost every junction with priority. Note, that the shape of the sign - tilted square - is unique. This is deliberate design to be easily recognized also from behind by the drivers approaching from the different junction arms, as a double assurance in case they miss a give way sign or the give way sign is missing.
You are quite the artist. I'd like to live in your city. Anyway, I don't have those mods you are using. Do you know why my game doesn't have those options?
a mod that always seems to slip people's minds is the network extensions mod. vanilla game comes with 3 highway types, 3 lane, 3 lane w/soundproofing, and offramp. then there's all the other road types it provides, plus ped paths.
The move it mod is so essential that it should be a standard feature of Cities: Skylines imo and as many commentators have already suggested like Gustavo Sanchos. Also, the Find Road Anarchy "mod" seems like a fix to an essential deficiency in the code of the game. Often, I will get frustrated with simulator games that say I can't put this or that object at what seems to be a reasonable place....lol force zoning on footpaths...
Others have already said the diamond-shaped sign is the European "Priority Road" sign but I thought some people might find this link useful: en.wikipedia.org/wiki/Comparison_of_European_road_signs
Thank you very much. I found your 2 mod videos extremely helpful. I greatly appreciate it, since I am new to the Cities Skylines.
2 года назад
When I remove the TM:PE mod, does it break my savegame or revert back my roads and junctions to default? Or does it keep the modded roads in a working state? Does the mod add new gameplay elements or does it only allow to alter the vanilla elements like e.g the Move it or Fine Road Anarchy mod does?
sameeeee, i am playing persia and when i quit the game i noticed the eu4 music still playing. i got confused and realised sam is apparently an eu4 player
Thanks for this great video, Iamfacing a big issue with Find it mod, when i choose a building and add it to the map the building disappears after a second. would you please, help? thanks.
The square yellow sign is used all over the place in America. It is just that it typically has other information on the sign that adds to the meaning. Which is why people in America get confused and don't recognize that it is used extensively here.
Why the base game doesn’t have traffic manager I will never know. I have this game on ps4 and traffic is a nightmare because call the vehicles get stuck in one lane on a 6 lane highway...
I'm not sure if I caught this in this or your other mod video, but does one of these mods, or another mod, allow you to copy a road system such as an interchange or roundabout for placement elsewhere? Thanks!
About the TM:PE road restrictions option, it doesn't create real restrictions by default, it just makes cars prefer not to take the restricted road. So if you create a tiny service lane between two roads that you want only emergency vehicles to use, and the only other path between those roads is via some giant intersection up ahead, you'll find that cars routinely take it even though they're not supposed to. That's because the cars see the giant intersection as "worse" than your tiny road. There is an option in the mod menu to increase the severity of the restrictions, up to totally strict. On the other hand, if you do your routes wrong it can make cars take bizarre detours that are hard to follow or notice.
I’m trying to find the “surface” that little beach at 3:26 has but I can’t find anything with it. Does anyone know if it has a name or where I can find it? Please, and thank you!
After watching many other videos from your channel, this one finally made me subscribe and understand the mods more clearly where as I spent hours watching other tutorials and still could not understand. I have to say that playing on a laptop with a track pad and no number pad is really challenging for me too. I hope to see more quality content from your channel too.
24:14 I subbed to steamcommunity.com/sharedfiles/filedetails/?id=463845891&searchtext=no+pillar I can not see those tabs options. What did I do wrong? Side note. Force Zoning on Path does not work for me.
Yellow square means priority designated to the lane. If we approach the intersection and our lane having such sign, then other vehicle within the intersection without the sign should allow us to move across first.
I wonder if you had a large mansion and you made a foot path going out the backyard of it and forced a small patch of zone at the end of it, then perhaps you could make a working guest house?
With extra landscaping tools the brush that looks like a hill that you said levels out terrain does not do that it is the slope tool which when you right click sets the upper boundary. If you were to left click anywhere far away from the reference point (right click) and move your cursor while holding left mouse button down it would keep the original terrain height at that point and as you move towards the reference point draw a smooth slope between those 2 points. Most useful for rivers and mountain roads.