Ever wanted to learn how to download and use mods and custom assets? Strictoaster takes us step by step in navigating Steam Workshop, and provides tips on managing your subscriptions
Remember Sam Bur and his Green Cities Tutorial videos? He's back with an all new tutorial on how to manage the pollution in your city! He explains the various types, tips on how to combat them, and suggests a couple optional mods
Ground pollution is caused mainly by industry, while the farming and forestry industry specializations don't cause ground pollution at all. Some of the Farm Area and Forestry Area buildings from the Industries DLC do create some pollution. It is also caused by other polluting buildings, such as fossil-fuel power stations and incinerators. Pollution will affect the ground immediately underneath the polluting buildings, as well a small surrounding area. Even if the source of the pollution is removed, it will take some time for the ground to return to an unpolluted state. If non-polluting buildings have uncollected garbage for a long time, they will also pollute the ground.
Virtually all buildings produce sewage. Assuming you have have a decent water grid, this sewage causes no issues for any given building, and it instead is transported through the same pipes through which water is brought into the city. Having pipes containing both clean and contaminated water has no negative effect. The pipes should lead to an outflow where the polluted sewage is drained into a body of water. Water drain pipes are the simplest option for this drainage.
Water downstream of these outflows will be discolored, indicating its polluted nature. Water pollution and its sources are also viewable in the same info view as for ground pollution. A poorly-positioned pumping station can pump polluted water back into the water supply network, which will make cims sick city-wide. It, therefore, is very important to place drainage pipes downstream of the pump stations.
Traffic, industry, commercial zones, and various buildings (such as power plants and unique buildings) cause noise pollution. When placing a building that produces noise, a circle appears showing the area which will be affected by it. On roads, a general rule is "the heavier the traffic, the heavier the noise". Each type of vehicle has a noise pollution rating, so the amount of traffic noise is dependent not only on how much traffic is present on the road, but also on what types of vehicles are present. Large trucks will typically create more noise, while electric cars tend to be fairly quiet. Policies to encourage electric cars or restrict large vehicles can help reduce traffic noise. Biofuel buses have a lower noise rating than standard buses.
City Builders EP2 - Jay, also known as bsquiklehausen on YouTube, explains how his passion for creating trains leading to a dream job with the New York City metro! All it took was one fortunate tweet, and a portfolio of city building in Cities: Skylines
In our second tutorial, Strictoaster shows the advantages and disadvantages of zoning and plopping. Knowing when to zone or plop growable assets will help you take your detailing to the next level!
Zoning is the primary method of building up RCI, or Residential, Commercial, and Industrial zones. By using various brushes, you can paint areas with a specific zone thus enabling that type of building to "grow" and develop.
Plopping refers to manually placing buildings and assets in your city. This method gives you much more precision in your city detailing. In this tutorial, Strictoaster shows how to plop down growables, which are buildings that are setup to grow and develop in RCI zoning.
Our first tutorial lays down the tracks for building a realistic Rail Yard in your city!
Special thanks to bsquiklehausen for creating this step by step guide, and be sure to subscribe for more Tutorials by clicking here: https://pdxint.at/Subscribe
We've got so much content planned for 2019. So be sure to come support our Cities: Skylines team as we collaborate with our community members, creators, modders, and more to create the best video game YouTube channel you've ever seen!
Don't miss our FIRST VIDEO as part of our new YouTube Channel launch. In 3 hours you'll get to see just what this channel is all about - featuring our amazing Community, Creators, and the game we all love!
Be sure to click "Reminder On" and Subscribe for the video's release
As promised, we have another special treat for you all in the form of a 2nd Dev Diary which delves into the creation of the 3 new Holiday Songs that were added to the Carols, Candles and Candy DLC - which you can get for free on Steam!
Let us know in the comments if you enjoy these kind of updates from our development and productions teams! Would you like to hear more from them in the future? More behind-the-scenes?
Hope you all love this new content and bug fixing patch we put together for you! Have some happy holidays, and we look forward to bringing you more content in 2019!
If you'd like to read our full Dev Diary, head over to our official forums to hear from us directly! Dev Diary Part 1 Dev Diary Part 2
Base Game
New landmark: Winter Festival Market
Fixed: Paradox Interactive Account linking
Fixed: News feed in the main menu doesn't refresh after switching game language
Fixed: Possible Memory and Performance leak
Fixed: Parks and recreation policy missing the cost information
Fixed: Two notification icons do not switch to red when notification turns critical
Carols, Candles and Candy DLC
Added 3 new Christmas songs Added new Chirper hat
After Dark DLC
Fixed: Taxi Depot has too high Noise Pollution
Snowfall DLC
Added 2 new winter theme maps, Winter Hills and Frozenshire
Fixed: Notification tooltip for 'Not enough heat' is overflown from the screen in RU
Green Cities DLC
Fixed: Self-sufficient buildings do not complain about high taxes
Fixed: Chirp about Organic and Local district has a text issue.
ParkLife DLC
Balanced Park Areas entertainment value
Fixed: Park Areas remove the effect of Park Area Building Entertainment value
Fixed: Park Tile naming is not cohesive Fixed: Zoo Paths are missing text in winter themes
Fixed: Nature Reserve Ground Tiles thumbnail is incorrect in Winter theme maps
Industries DLC
Fixed: Cargo planes circle and use buildings that do not otherwise have any plane traffic
Fixed: Zoned industry buildings are missing notification tooltips when building does not have enough resources
Fixed: Raw Forest Products is cut off in PL in Industry Area Info Panel, extractors' and processing buildings' info panels Fixed: "Flours" should be renamed to "Flour"
Fixed: What's New Panel Post City Service slide has a text issue
Fixed: The appearance selection of Industry Buildings with multiple appearances should be remembered when building new buildings
Fixed: Vehicles can't cross the center line of Small Industry roads
Fixed: Player does not get income from Exporting Industry Goods through Ship/Train/Plane connections
Fixed: Unique Factories' glass resource is using 'or' instead of 'and' in the tooltip
Fixed: Car Factory has no audio
Fixed: Area level-up panel is not fully localized when Player is using Unlock All Mod
Fixed: Area level-up panel has incorrect text when Player is using Unlock All Mod
Fixed: When Player has Unlock All mod enable there shouldn't be any Level-up panel shown at the start of the game
Fixed: Unique Factories "Production Rate" slider affects the available trucks for the Unique Factory
Fixed: Tooltip for UFPANEL_MATERIALCOST and UFPANEL_PRODUCTIONVALUE are mixed between each other
Fixed: ZH Synthetic Dawn Radio and Industries DLC Tooltips are not fully translated
Fixed: Tooltip for total upkeep for a Industry Area info panel is not implemented
Fixed: Offshore Assets achievement description can be misleading
Fixed: RU "Exporting Unique Factory products" vehicle status overflows Fixed: Unique Factory Product in Custom Made Unique Factories are missing it's correct string (fixed only in EN)
Fixed: Raw Materials Storage outside of an Industry Area does not have expenses from importing Raw Materials
Tomorrow at 15:00 CEST we kick off the first Cities: Skylines Global Build-off and while a little later than we intended, it is finally time to reveal the teams! First out we've got Team A starring Pres, Two Dollars Twenty, bsquiklehausen, Crumbs McGee and PugGaming!
We will reveal the second team later today! Who do you think might be on it?