Detailed Service Industry In Cities Skylines! | Thessia
Ойындар
Hello people and welcome to Thessia, our Australasia inspired chain of tropical islands. This map is a train only start, there are no 3 lane highways on Thessia and only a small national road to start out. Please enjoy our second modded build.
[FAQS]
- What map is this? Thessia by E6 & Carina: steamcommunity.com/sharedfile...
- What mods are you using? Here is my mod list: steamcommunity.com/sharedfile...
- What assets are you using? Here is my asset list: steamcommunity.com/sharedfile...
- How did you get your graphics like that? I am using the RenderIt Heat preset which is listed in the mod list. There is NO LUT.
- Will you add x/y/z mod or asset? Feel free to leave suggestions in the comments but Thessia will not become hugely modded & asset heavy. There is enough in the game now with all packs & DLC.
- What DLC do you have? All of them and every new one as it comes out.
- Why are you not putting pipes under the roads? Huge waste of nodes and I need them for building. 81 tiles has an option to remove the need for them.
🔴 ORCHID BAY PLAYLIST: • Orchid Bay | Cities Sk...
🔴 ILOS PLAYLIST: • Ilos | A Cities Skylin...
🔴 NOOBS GUIDE PLAYLIST: • The Noobs Guide to Cit...
🔴 PALAVEN PLAYLIST: • Palaven - Cities Skyli...
🔴 NOVERIA PLAYLIST: • Noveria | A Cities Sky...
*MY MACHINE*
Display: Lenovo L24Q-30 LED 23.8" 2560 x 1440 QHD
Motherboard: ASUS PRIME B550-PLUS
Processor: AMD Ryzen 7 5800X
RAM: 64GB DDR4 (3200MHz)
GPU: NVIDIA GeForce RTX 3070
Microphone: Blue Yeti
Recording: OBS Studio
Editing: Adobe Premiere & Photoshop
#citiesskylines #mods #overchargedegg
*SOCIALS*
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Пікірлер: 97
It's always nice to have a Thessia episode to finish off the week
@georgetzi7160
Жыл бұрын
Exactly
@OVERCHARGEDEGG
Жыл бұрын
Happy friday mate!
Idea for downtown: Newcastle, nsw is a large mining town, there is a port and tall-ish buildings and a regional airport. However not quite skyscrapers or super dense which would be good for thesia I think
Yet another amazing Thessia episode! One small nitpick though: the slanted roofs on industrial buildings actually serve a purpose of letting sunlight in. So having two of them facing opposite sides sort of defeats the purpose. Other than that, can't wait until next Friday!!
30:45 - the great leaping train of Sentinel 🤣🤣 Great episode Egg! I like the Japanese disposal unit personally, and I also think the oil plant works but yeah you wouldn't want too many of those reddish towers. Looking forward to the addition of some high density. Not sure if a place this size would have anything VERY tall but those more subtle towers like you picked out would definitely work. Also, the "dry" treebelt brush was such a great shout, so much of Australia is covered in low, dry scrubland. Looks really good 👍👍
Each town should have a 'big thing' to represent it. Big Pineapple and Banana are good examples.
The bunny-hopping trains at the start of the detailing timelapse 😂
@PrestonN127
Жыл бұрын
I believe I could I fly weeeeeeeeeeeee
I found that awkward bend of the train track coming out of the rail warehouse so disturbing, was such a relief that you could at least straighten them out with mods, now it actually looks right. 😊
@yelibam257
Жыл бұрын
That angled track does seem strange, but if you place the warehouse parallel to the main track, the angle enables you to hook into the main traack much more easily.
I would expect the towers to be near the beach, acting as a hotel. The Gold Coast is a good example.
To fix that weird turn around dummy traffic stupidity, up the traffic AI to like 70-80% and they will stop doing it, at least for me it stops. I love me a good industrial build~!
This is such a great build. I love that your industrial areas actually cover substantial areas, like in real life. The base game kind of makes it seem like you can fit all your industrial units into a 20x20 grid.😅 Oh, and given your demand for animal products, perhaps some large pastures for cows/sheep in the nearby fields for more of that Aussie vibe? If I remember correctly you can extend the vanilla pastures and give the animals really large enclosed (or open) spaces to roam.
I'm sure this happens in reality, but something about having my clothes made next to a sewage and garbage centre doesn't feel too appealing... Maybe a cologne/perfume build would be in high demand for Thessia?
@daltonbedore8396
Жыл бұрын
fashion production is actually very much like this in reality
You should have hooked that rail warehouse up to one of the other tracks. Then one of the other rails have a use, and the traffic wont be as bad. Edit... You did 😂😂
Industry and trains always makes for a good episode. I'll have to see if I can find an Australian bottle of wine to pop open for the vineyard build.
Amazing build egg! I’m building out my own industry rn and this is super inspiring. Little tip with the rail warehouse that’s a little easier than NMT (though I love me some multi tool action) - in Move-it, if you hold down alt before selecting anything, you can select nodes that are within a building and move them, so you can just straighten out the rail like that without deleting and re-drawing anything
Fantastically done area once again! I love how well-integrated all of the different industrial assets and other details are. It nicely rounds off the city of Sentinel.
Definitely in favour of the Waste Disposal being there. My childhood memories in suburban Melbourne all feature a massive set of silos right next to the railway line towering over the local park and neighbourhood
If you took that waste disposal plant, copied it, rotated it 180 degrees and merged it together with the first one so that the big chimney tower was essentially in the same place to give the illusion of just one tower, it would really give serious Tate Modern vibes. In fact, I'm off to try that right now as a "museum/gallery" in a downtown setting. Great build, Thessia is starting to really come alive.
Love how Thessia is growing. I really hope you keep the small town village feel going throughout up until a CDB build. Having small villages connected by highway and rail over long distances will give it that vast and open fell Australia has and will probably also help on node count. 😂
Do you ever have an off day, Egg?? Always quality! I wasn’t sure about that waste processing plant when it was much closer to the township, but now it’s set back a bit and up the hill, I’m on board! In terms of your question about high density in a regional Aussie town like this: Sentinel is certainly big enough with enough industry to have some apartment blocks now, but mid rise only I’d suspect, probably no more than 6-8 storeys perhaps? And they wouldn’t be too fancy if they are essentially servicing workers at the port and industrial zones. Don’t forget to give the workers a pub or two in the next residential build!
@OVERCHARGEDEGG
Жыл бұрын
Cheers Brian! Appreciate the tips bud 😌
The incorporation of the pre-existing asset and the detailing made this episode special this time for me.
These are the ones that I enjoy a lot! I'm also super happy that you're bringing the networks including train with the builds since the beginning and planning ahead, with cargo zones per area/town (and cargo harbors) so the goods are distributed across the region! Good job mate!
I dont know when you recorded this, but transfer manager ce has fixed the train station bug. Saved my city last week. Also Repaint works on avanya's industrial assets and gives a *chef's kiss* great touch when you paint the factories white (or any other colour ofc)
As always amazing, I have to say, I liked the design of cargo network railway and the detailing with concrete the evolution industrial area. ha,ha, the garbage outside the container is typical of the human being. Congratulations!!!
Damn what a timing😮, Just when I finished watching your all recent episodes of thessia and orchid bay's ultimate trolley bus episode you drop another THESSIA!❤ My Luck❤ total afternoon secured with your videos😅🥰
Really nice fit. Love the rail drifting in and the space and sparseness. It's really evocative of parts of the Australia (based on my vague memories of 20 years ago when I was there 😂)
The train traffic is hilarious and needs to be fixed right away. Everything looks great, wouldn't change a thing.. Gentle kiss of node controller lol
The rail yard embankment is a subtle but nice detail. It also appeases the train gradient police by keeping the rail at an even level
Those industrial evolution assets are fantastic and the naphtha cracker plant was a good add I think. 😊
Egg teasing a vineyard town?!!! So HYPED!
About the train cargo station bug: the transfer manager mod supposedly has a fix for that included. It also has an option to remove dummy traffic. It can be used with most of its functionality turned off if you want to minimize mod effects in general.
The industrial buildings that have angled sections of the roof, actually have large windows in the vertical sections of the roof, to provide natural light inside the factory. Therefore the buildings would normally face the same way, towards the sun, to allow the maximum amount of light in.
This looks so good all paired together! Great episode egg! 🎉
Great build as always! 🙌 Love everything you do but non vanilla builds just makes everything seem so much more realistic 😊👌🏻 I think you should connect the cargo train station line up to the other one going out towards the next town as they might drop of in several different cities/towns & not just end in Sentinal ☺️
As someone who uses a wheelchair, please relocate handicapped parking closer to the buildings in the waste management area.
Either bridge or tunnel your dummy-turnarounds near the edge of the map on every outside connection, and go from 2 to 4 lanes so they have an entrance and exit lane. I had mass amounts of dummy traffic turning around at a gas station/truck stop I had near the edge of the map. For awhile I just shrugged and tolled the road because they'd use it anyway, but eventually I got tired of the dummy turnaround traffic and did the above. Effectively solved it. I placed mine basically 2 nodes away from the edge of the map, and then turned the fog back on, so I couldn't see them lol.
Absolutely wonderful build, Egg-kun! Though not sure if this was on purpose or not, but you left some barrel props on top of the car park in front of the main Waste Processing Unit (the very tall one).
Lovely lovely lovely, also the best music in any playthrough I've ever watched
Please make an episode of luxury mountainside community with awesome views. I don’t know where to develop yet but since there are a lot of mountains in the map, I think this plan will be appropriate in some places. By the way, I love watching your videos and since Ilos, I have been binged watching your channel. Best of luck brother.
@OVERCHARGEDEGG
Жыл бұрын
We can, thanks for the support mate 🙏
Wonderful!
Sentinel sorta reminds me of Bunderberg. Just needs the kilometres of cane fields. 😂 This build could easily become the cane farms with its connected new 'sugar refinery' with its own rail infrastructure.
Those poor handicap folks ♿️. Got them parkingbthe furthest away 😅 14:19
Nice video egg you made my day after my power went out at 5oclock in the afternoon at 7oclock next day no power us power grid sucks 👍
Thanks as always
What's the main landmark of your town? Eiffel tower? Big Ben? A castle? A fountain? The opera house? Or at least a radio/TV mast?!? Sentinel: We have a waste disposal behemoth that dwarves the entire region, if that counts... [Edit: Also... about the condo towers: I don't know how this worjks in australia as I'm not an expert on their building laws, but in my country you would never have a total mix in building heights like towers in the US have because of safety laws and industry standards. There are just a few "decision heights" and entire quartiers are usually just below one of these. For example: Really small towns usually have a 3-story-maximum because above 3 stories a second stairwell and/or a fire departement with an aerial device is required. So you will see a LOT of apartement complexes that are all exactly 3 stories tall. For medium cities the maximum height is often about 27 meters, because that's the maximum height of an industry standard aerial device for firefighting in europe. So above that you can't rely on the fire departement to provide emergency egress and need to complexly plan around it. Thus a lot of towers are exactly 27 meters tall. Etc, etc...]
@Snitram19
Жыл бұрын
Many towns have big factories/ powerplants as their "main landmark" which usually act as the main source of work for the local area.
@QemeH
Жыл бұрын
@@Snitram19 That might be a thing in the new world, but in europe the main landmark is usually a church or a castle or a particularly nice mansion on a hill. Huge factories plopped right next to tiny towns is not (that much of a) thing here...
@Snitram19
Жыл бұрын
@@QemeH No, you're wrong. I'm european and it's totally a thing in Europe too, and not that uncommon. I live next to an old brickworks which was the biggest building by far in my small town, some factories even used to build entire neighborhoods for their workers. But Europe is not even relevant here since Thessia is australian inspired.
@QemeH
Жыл бұрын
@@Snitram19 Right, I think I have made abundantly clear that I don't know enough about Australia to make a judgment there, it was just an observation. And I would really like to know what "small towns" you refer to in europe where there is just a big factory and nothing but small houses. As you pointed out yourself these big factories usually came with their own neighborhoods for the workers, usually in rows of multi-story apartements. Any "small town" that has whole neighborhoods of worker apartements is not a small town anymore - and even so, the factories usually didn't overshadow the workers barracks by this much... yeah, the smoke stacks might reach towards the sky, but what factory in a small town is more than 3 or four stories high? What did your small town build during the industrial revolution? Jetliners?
@Snitram19
Жыл бұрын
@@QemeH "What did your small town build during the industrial revolution? Jetliners?" It's not very hard to guess what a "Brickworks" makes... and I never said anything about the industrial revolution. There's a lot of assumptions and stereotypes in your comment.... Believe or not, the old Brickworks near me made bricks... the apartment building where I live was made in the early 2000s with the last bricks produced by that same Brickworks, so definitely not related to the industrial revolution; near the old Brickworks there's also a small neighborhood of 1 story single family buildings built for the workers of the Brickworks, definitely no "rows of multi-story apartments". And with a population of around 5000, this is definitely a small town.
was about to call it a night when I noticed a new thessia upload. An extra hour couldn't hurt!
Lol, that train in the beginning of the Second time-lapse.
You don't need mods to pull a rail out of that warehouse in a straight line, in fact you can have two lines coming out it at once, straight and sideways. There's a node at the end of the curved section you can connect to, but there's also a node at the base of it you can connect to and just run straight out of. I was able to do that on PS4 anyway.
when the new industry area had green buildings and stuff, when you saw it from the air it reminded me of a microchip in a computer!
EXcellent! But I missed the "Hello People" in the beginning ...!
Hey Overcharged Egg, as always great video. Did you try a one way road in front of the cargo station? i might have missed you already saying that you tried a bunch of stuff.
45:10 It used to be that Sentinel teenagers would sneak into the cargo station through here for smoking, drinking and various mischief
I solved the buck at the cargo train station by simply moving the spawnpoints with the building spawn points mod.
Hi Egg! I've been trying to tell you this but I guess you haven't seen my comments. The dummy traffic turnaround issue is caused by the national road in the custom map. This can be corrected by changing the outside connections to one-way roads. You would need the unlimited outside connections mod to do this. Credit to City Planner Plays for finding the fix
@OVERCHARGEDEGG
Жыл бұрын
Thats a good call, I've seen it now :)
I really liked the build but there are one or two things bothering me. Between the industry buildings next to the new warehouse-cargo-trainstations there is nothing. I highly doubt these areas are maintained. Maybe some props or a bush or two? Also the cargo train wagons look a bit new to me. Are there any with some rust on them? These are just little details. Please keep up the good work! I have been a huge fan ever since Ilos and I watch all your vids. Keep 'em comming please! :p
Perhaps a few lights in the trainyard or there will be nothing left by the morning!
46:00 trash overflow areas should have a front end loader in it.
Loving Thessia Egg oh so Aussie mmmmm8888
😮
l build a little overpass/u-turn 10 units in from the edge of the map at all the highway map exits, dummy traffic can u-turn there, l subscribed to the "roadside stop" asset. what it's for is that first person tour bus ride of 150 stops, where you can sit and admire the road network across the entire map, riding from map edge to map edge. l run a bus stop to the edge of the map "roadstop asset" also, hoping to avoid those idiot pocket car cims blocking traffic spawning in the middle of the road and they sulk that there's no public transport.
Trains
Cargo station bug with trucks stuck, is fixed when using Mod, Transfer Manager CE v2.2.40. Confirmed on Steam workshop. (Sleepy's workshop)
45:22 *top left corner. Someone quit there job in the middle of moving barrels and just left them there in the middle of the parking lot. :D
nojs!
Anyone know what Rocks he uses at 36:38 when making the retaining wall on the cliff facing next to the roadway?
You need a hungry jacks, or some form of reference
Hey man, I think disabled parking spaces should always be near the door of the facility they are going into. Just my 2pence.
would separating the in and out spawn points help that train station bug
I like your videos, but the music in your timelapse's are way louder then your voice. maybe you could adjust this a little bit. :)
the train at 30:44!?!?!?!
Transfer manager ce fixes the train despawning issue.
I am actually having no problem with the cargo train terminal. They are working fine for me. Anyway does this problem exist in Orchid Bay
whats the song at 16:15? its incredible
A bit late watching but am really enjoying Thessia build, why don't your trees die in Industrial area?
@OVERCHARGEDEGG
9 ай бұрын
Glad you're enjoying it 😀 That's a mod, HideIt I believe that stops tree decay around pollution
@ahills1950
9 ай бұрын
@@OVERCHARGEDEGG Thanks for replying I'll check out the mod.😁
Transfer manager CE has a fix for that bug
I really want to give this a like but it's at 666. Heavie bloodie Matal! I'll wait till someone else ruins the glory.
Please build a country airport
❌Day 4 of asking for a Valkyrie Bitter Deposit by the harbour❌
45:26 ?
Good job to @Hi9herPrimate for the inspiration with the Plazas & Promenades decals