r/TransportFever3 • u/Smallshock • 12h ago
Tips/Tricks I forgot you can do this
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r/TransportFever3 • u/Corrupted-OS • 12d ago
Hi everyone,
Recently we've added a "Solved" flair to the post flair selection so that questions can be clearly marked when they've been answered.
If a question of yours gets answered, please update the flair to "Solved" as this can help others who might have the same question to easily find the answer!
Thank you!
r/TransportFever3 • u/Smallshock • 12h ago
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r/TransportFever3 • u/Skay_man • 5h ago
I just reached year 2000. The biggest tanker I can buy has capacity of 60 - around 2.5 wagons. Why is that? Ships should have capacity of 1000 or something. Loading and unloading should take a while, so you actually need to build big docks, but why are my ships so small? I just got a new truck, with capacity od 34. So my biggest ship has capacity of... 2 trucks!
And because we have sand, oil and fish, there is no way to avoid ships...
Any good mods to actually fix this?
r/TransportFever3 • u/LivelyZebra • 1h ago
r/TransportFever3 • u/ChrisCanadian_ • 1h ago
Interesting take off configuration!
r/TransportFever3 • u/cpc_niklaos • 2h ago
My previous post seem to draw consensus around the fact that the pollution system needs work .
In the meantime, u/Totino_Montana shared a hack in the comments that proves to be effective...
Forget logistics, or anything involving actual transport, think landscaping! The solution is bushes, LOTS OF THEM. Pack them in like a madman around industries and along roads, and the pollution goes away.
I tested it on one of my cities that was crippled by pollution, and it was very effective. It's not fully solved in my case because most of the industries are on the lake. Unfortunately, the game doesn't let you plant kelp, BUT you can plant bushes underwater on some random parts of the sea floor (lol). It's not as effective as on land since it's not as dense, but it does seem to help.
I've attached supporting screenshots, judge for yourself.
You may also want to get another job to buy a new GPU and more RAM.
r/TransportFever3 • u/Atomatee7791 • 9h ago
22 oil stations linked with helicopters to this single refinery, earning $50,000,000 profit a year.
r/TransportFever3 • u/Yes_YoureSpartacus • 1h ago
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Red light GO, green light STOP??
r/TransportFever3 • u/ForeverTrick1 • 4h ago
The game does not always assign 'passenger commodity' to passenger lines as the PAX and cargo stops are unified.
Let me set out my problem in points, as this will make it easier for me to type and may help someone:
The final shock came when I had an intercity car traffic jam in my secondary town, most likely because of people going to the industry. So I added a bus line that connected the train station and went through the industrial zone.
I was a victim of my own success! It was impossible to fit that many people on the buses.
So I deleted the buses and extended the tram line, incorporating the old bus stops. Initially, it transported a large number of people from the train station, but it soon started making losses as it was mostly empty - the extended stops had no 'passenger commodity' set. Initial passengers were not returning.
As I am short on budget (75% passenger/cargo income and vehicle upkeep is set to the highest level), I shortened the trams and created a bus line. As it was a new line, the 'passenger commodity' was set magically. Soon the buses were overcrowded, the warning icons were flashing and an army of workers was spread around the bus stop at the train station.
At this point, I suspected that people just hated trams and only tolerated road vehicles. I checked the comfort, pollution and noise levels, but the buses were by no means better than the trams.
But later, while reorganising the main station in the main city, I had the similar problem again: the crowd was stuck and not boarding the trams.
Then I had an epiphany: I must carefully review all the line settings. And yes, I found it: the tram platforms where people were overcrowding while not boarding the trams were the ones without the 'passenger commodity' setting.
I sorted the tram lines by the deficit they generate. As you might have guessed, the line with the biggest deficit was the most misconfigured one.
Fixed all and you know what? Even with hardened difficulty, trams can be profitable once all issues have been resolved.
I am convinced that the decision to merge bus and cargo stops was not the right one.
r/TransportFever3 • u/vikingb1r • 2h ago
I must say that I really enjoy the game, but the lack of passenger wagons annoys me.
I’ve played through the 1940s and 50s, and the variety is lacking. There is for example only one fast wagon (160 km/h), which can be used on express lines. A lot of the wagons are IMO too slow, too heavy or lack comfort. Very few wagons have a good balance between speed, comfort and weight. And that balance would be very useful on busy commuter lines.
I hope they can add more wagons, or official mods where wagons from TF2 are included.
r/TransportFever3 • u/Gogomaester • 1h ago
Playing on gigantomaniac map, with the lowest amount of cities possible. Delivering meat, vegetables is quite challenging, even between two cities, with 150 kmh delivery trains, the goods almost spoil.
And there is around 10-13 cities vertically, so I cant imagine delivering meat 3 or more cities away from the livestock farm.
Maybe I need to play with more industries enabled 🙂 also playing with sparse setting for industries.
r/TransportFever3 • u/pecustv • 7h ago
Introduction
Is TPF3 a bad game? No, absolutely not.
This post isn't meant to be rage bait or bash the game for attention. However, with certain mechanics and design choices, I just find myself asking:
Why? So, let’s get into it.
Why does it have to be a mod?
PC players might wonder why I’m complaining as a console user, thinking "it’s not that deep." But as console players, we only have 512 MB of mod storage space per game. That’s very limited. Sure, you could say "you’re on a console, what do you expect?", but my point is:
why do we need to install mods for things that should arguably be in the base game?
Take decoration assets, for example. They are already in the game world to some extent—why aren't they accessible in the base build menu without needing a mod?
I'm leaving out vehicles, buses, or locomotives from the previous game here, as I understand there might be licensing issues or similar reasons behind those.
But I don't understand why basic functionality like decorative assets isn't part of the core base game.
Mod.io & Storage Sizes
Conceptually, I think Mod.io is a step in the right direction (and I'm not sure how much control Urban Games actually has over its underlying system).
But there’s one thing I don’t get: how storage sizes are handled.
As you can see in the screenshot, a mod might be listed with a small download size—for instance, the Road Vehicle Assets mod shows as 28.7 MB. But once it's added to a save file, it actually takes up a vastly disproportionate amount of space towards the overall limit. Before you know it, just a handful of mods push your bar to 911 MB / 512 MB!
It might also be worth noting that when I originally added this mod, it wasn't nearly this big—it seems like a subsequent update made the storage footprint explode. And this isn't just happening with this single mod; I've noticed the exact same behavior with several other mods I try to install as well.
In any case, that just doesn’t make sense to me.
And to be clear: this is not a critique of the modders!
Modders are incredibly talented and creative, and they are a huge reason why this franchise has come so far. They do an incredible job with optimization on their end—this is purely a system-level issue with how the console or Mod.io handles files, decompression, and storage limits.
Conclusion
Will I keep playing the game?
Yes, absolutely.
I still really enjoy the game and hope to play it for a long time. I love diving into the world, building networks, and watching my routes in the dynamic weather. But as mentioned, there are design choices I just don't understand.
I’d love to hear your thoughts and have an open discussion about this!
r/TransportFever3 • u/bigbuttbootieboy • 8h ago
r/TransportFever3 • u/cjwhite17 • 14h ago
the junction in question is coming out passenger station and needs to split into 3 lines two mainlines (left and right the) and one branch line (up) i have provided images any help on a new design would be appriciated
r/TransportFever3 • u/Key_Antelope_4075 • 1d ago
Hey everyone,
I wanted to completely rearrange the street layout of one of my cities, so I deleted every single road. Of course that also wiped out all the buildings in the process. Now the town has 0 inhabitants and nothing is growing back.
Interestingly, the city itself has already built a new street in the middle, but no buildings are spawning along it.
The city is connected by road to the neighboring towns and also has a train connection.
I’ve attached a screenshot of the empty city.
Does anyone have tips on how to get new residents to move in again?
Do I just need to build more town streets and wait, or is the city basically dead now?
Any help would be appreciated!
r/TransportFever3 • u/meisobear • 1h ago
r/TransportFever3 • u/ThePeanutMonster • 10h ago
For example:
What happens if in 1910 my sim speed is 1.0. I make 10 deliveries @100k each: $1 million.
Now in 1911 I slow down my simulation to 0.5. I'm now making 20 deliveries in the year, as the year runs half as fast. $2 million.
I go back to 1.0 speed in 1912. What does my balance sheet look like now? Am I doubling my income by slowing the sim speed?
r/TransportFever3 • u/aswnl • 7h ago
Anyone a solution how to change the switches to double slip ones without these red screen errors ?
r/TransportFever3 • u/NoOutlandishness525 • 16h ago
Got this achievement after ending up having to build a massive central warehouse while trying to open new routes to move things.
Its funny how eventually you are driven to use routes that already exists and end up having a central place where most of the cargo pass through
r/TransportFever3 • u/parasocks • 21h ago
r/TransportFever3 • u/Gunsandgoodcoffee • 5h ago
Not sure if I'm doing something wrong or not understanding how vehicle assignments work when first purchasing vehicles, but when I've created a new line I set up the first place I want vehicles to go as the first stop. When I purchase vehicles through the line manage, even verifying that I've selected "first stop", they seem to head off to the stop after the first one. When I purchase through a road depot, then it works as intended with vehicles going to the first stop.
Am I missing something when it comes to purchasing vehicles through the line manager? Is this an issue anyone else has notice?
r/TransportFever3 • u/SirAndyO • 5h ago
So, industries benefit from having workers. Do you create new lines to send workers to the industry? Do you put busses on the same line as your trucks? Do you delete the bus line after the industry is fully staffed? What's the workflow here?
Practically, I can understand having the special busline, but the industries seem to get overstaffed.
r/TransportFever3 • u/AstroFloof • 6m ago
r/TransportFever3 • u/WildVelociraptor • 19h ago
r/TransportFever3 • u/Basekid • 41m ago
My main save suddenly started crashing at a specific date in the game with the following error.
2026-10-18 19:11:55Z - WARNING - Simulation Threa - Main ] C:\Gitlab-Runner\builds\t1_raxqvH\0\ug\urban_games\train_fever\src\Game\ecs\SimPersonSystem.cpp:1048: `anonymous-namespace'::AppendToPath: Assertion 'mp.path.edges.back() == edges[0]' failed
[2026-10-18 19:11:55Z - VERBOSE - Simulation Threa - Main ]+ Exception type: Fatal error
| Details:
| Assertion Failure: Assertion `mp.path.edges.back() == edges[0]' failed.
| In file: train_fever/src/Game/ecs/SimPersonSystem.cpp:1048
+ In function: `anonymous-namespace'::AppendToPath
I have tried the suggestions of isolating towns to force a recalculation of the pathing system, but nothing works. Would really suck to lose a save I have spend dozens of hours on...