r/TransportFever3 • • 16h ago

Problem/Issue Vanilla Industry output is already a joke for every product, but meat is the worst. 0.325 meat per every 1 cabbage. Meat is so hard to make that meat cities inherently garbage even when you use 100% of your wheat to produce meat - Who the fuck thought 1:4 wheat to meat conversion was a good ratio??

Post image
0 Upvotes

r/TransportFever3 • • 21h ago

Train priority and overtaking?

0 Upvotes

Has anyone had any luck setting up priority/overtaking?
The demos showed using pull outs to park trains so I was hoping we'd be able to run multi-track lines (effectively one long pull out with regular crossovers) but it seems trains still choose a dedicated route. It might be a signalling issue but I wondered if anyone had it figured out?
Are pull outs the only scenario where this works?
Is it workable if you remove practically all signals on the main line? Though that would severely limit traffic.

I was quite excited for this but feel like this feature isn't proving particularly useful outside of stations and crossings, and grade separation solves the 2nd of those issues anyway.


r/TransportFever3 • • 11h ago

I HAVE 900M BEFORE WW2 EVEN HAPPENED, WHAT SHOULD I SPEND THIS ON??

24 Upvotes

Feels like I have run out of stuff to do...


r/TransportFever3 • • 3h ago

Screenshots I've appear to have made a muppet vomit

4 Upvotes

Early in on a "passengers only" (apart from from fish subsidy that saved me from ruin), I began a bit of terraforming so I can make my passenger rail work more efficiently.

Ran out of money.

Now I have to see this cursed thing for a good half an hour. Sigh.


r/TransportFever3 • • 10h ago

Discussion TPF3 – My biggest issues with the game on console. Would love to hear your thoughts and feedback!

Post image
24 Upvotes

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 • • 13h ago

Discussion Gripes with pollution system

4 Upvotes

This is not about it existing. I like the new town requirements, giving you actual decision room after the money problem is solved. But some things feel un-logical, especially with pollution:

- Ships seem bugged. They only pollute when under a bridge, otherwise nothing, even when not maintained. Seems like a cheat to transport pollution-free.
- Why are tracks polluting? Trains, yes, but not the tracks. Especially when all the roads, including highways, do jack shit. IRL trains are less polluting even than electric cars, specifically because they don't have rubber tires.
- Cargo Trams seem bugged in the opposite direction. Despite it showing "very good" rating, it pollutes along it's way like crazy. More than any steam locomotive. Passenger tram doesn't have the same issue it seems (or it's a problem of length). Already pulling my cargo with electric passenger trams, but didn't change it.
- The wind effect is too weak to have any gameplay relevance.
- Secondly pollution placement is nearly irrelevant, as it affects the whole municipality equally anyways.
- Tunnels should not disable all pollution. The pollution from passing vehicles should pile up at the exits, tunnels do have ventilation.
- Industries always pollute, even if not producing. If not using a mod to disable industry generation, the whole map gets plotted with passive pollution sources.
- All industries pollute the same. Why my furniture factory pollutes as much as the steel smelter is beyond me.

Pollution Proposals:
- Tracks: disable, 0, zero
- Ships: enable
- Trams: lower significantly (fix bug)
- Wind: stronger
- Industries: different values by type & zero when not served by any line.
- Tunnels: pile up at exits
- Towns: Take area of municipality into account, double sized should have a higher tolerance for pollution, as vehicles must travel longer through it anyway.


r/TransportFever3 • • 12h ago

Question PS5 edition unplayable

2 Upvotes

I was looking forward to play tf3 on my PlayStation, but the performance is near unplayable. Are there any patches planned that could help this ?


r/TransportFever3 • • 5h ago

Solved Can't undersatnd the cargo system

0 Upvotes

I'm getting mad on that game, likely because I was used to TF2 but in TF3 i cannot understand cargo... I'm desesperatly trying to transport wood to the sawmill and i can't do it. I have a first truck that goes to a port, here a boat to cross a big river, and then another truck. The first truck line keep saying it cannot deliver wood even if i placed the specialized cargo terminal and that the boat IS configured to take wood. I'm getting mad, why this game is so not intuitive... They really have to improve the lisibility. I don't want to have to open internet and look at tutorials to understand what is going on...

Anyone as an idea of what i can setup wrong to ends up in this situation ?

edit: typo


r/TransportFever3 • • 13h ago

Alternative platforms PS5

0 Upvotes

Admittedly think I’m being stupid but how do you choose alternative/secondary platforms for lines at train stations on ps5 can’t see the option anywhere!


r/TransportFever3 • • 6h ago

Tips/Tricks Don't be like me. Always assign passengers to tram stops. (Grrrr... the unification of stops was a bad idea!)

20 Upvotes

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:

  • When a line is created, the game magically guesses at some point it is a passenger line and sets the 'passenger commodity' for all stops.
  • I was unaware of the necessity for the above action; it just worked. I sometimes wonder if it is needed, but I concluded that it probably isn't.
  • However, if a player adds a new stop to a line, the 'passenger commodity' will not be added to the stop route settings.
  • Such a stop seems to work because people can still get off the tram.
  • However, passengers are unable to board the tram, meaning that no passengers come at all. It looks like people do not want to use public transport for no reason; problem is not exposed
  • Passengers transported to the transfer station via train still went to the tram departure platform, but they do not board the tram. They just stand and look as the empty trams depart. I know that some player had such problem and were told to redo line.
  • The leg of the tram network first was very successful became almost a ghost line after I temporarily shortened the service before reconnecting it. I didn't know, but all the reassigned stops were only receiving passengers and not generating them, as reassigned stops had no 'passenger commodity' set.
  • The trams to the industry were only full in one direction. After following a specific worker, I found that she travelled to work by tram but teleported home, the cause was unknown. The next day, she drove to work in her car, probably because she had been unable to return home the day before. The tram line's load was slowly diminishing.

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 • • 5h ago

Problem/Issue Why are my single line trains always stuck?

0 Upvotes
Forever stuck trains, they won't move till I switch their "direction" twice, notice my fish there going bad :(

I can't understand how single tracks work in this game. I'm fairly certain I know how signals work in real life. But they make absolutely no sense here.

Sometimes trains pass a green signal just to then be stuck near the points. Further down the track there is an entry signal for the next station with a clear path.

So either single track works just as bad as it did in TF2, or it is just broken in my safe game. I was really looking forward to making some more complex networks, but I guess the only solution is to double track everything.


r/TransportFever3 • • 2h ago

Pax not loading onto tram for no apparent reason

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/TransportFever3 • • 21h ago

Why i can't send a train here to drop steel in this campaing scenario?

Post image
4 Upvotes

Anyone can help me figure out what I'm doing wrong here? I have to bring the steel from the steel mill to the harbour. I wanna send the steel from the mill to a warehouse here and then bring that steel from the warehouse to the dock with trucks, but the game doesn't let me buy trains to service this line to the warehouse. This is scenario 4 of the campaign, the norwegian one.

Thanks people, I know it will be some dumb thing but I'm stuck and unable to figure this out.


r/TransportFever3 • • 3h ago

Question I have no idea why these goods aren’t being transferred to trucks

Enable HLS to view with audio, or disable this notification

0 Upvotes

Trains bring blankets to warehouse. Good depot next door to warehouse. Correct vehicles show up. And…. Nothing.


r/TransportFever3 • • 4h ago

Having 1 truck just do a loop in there to transfer from left output to right input seems so silly.

Post image
75 Upvotes

r/TransportFever3 • • 8h ago

Discussion Ships are unusable, but we have to use them...

178 Upvotes

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 • • 30m ago

Can I consider this as being one big city now?

Post image
• Upvotes

r/TransportFever3 • • 3h ago

Problem/Issue Can someone explain if this traffic light is glitched or what am I missing?

Enable HLS to view with audio, or disable this notification

33 Upvotes

Red light GO, green light STOP??


r/TransportFever3 • • 4h ago

Discussion Big maps, esp. Gigantomaniac are hard due to cargo delivery time limitations.

14 Upvotes

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 • • 18h ago

Screenshots 10k cargo is a lot of cargo...

Post image
25 Upvotes

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 • • 16h ago

Question hello need some help imroving my capital city train station junction/approach so i dont need to do spaggetti tracks

Thumbnail
gallery
47 Upvotes

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 • • 14h ago

Tips/Tricks I forgot you can do this

Enable HLS to view with audio, or disable this notification

540 Upvotes

r/TransportFever3 • • 7h ago

Problem/Issue Assigning vehicles from the line vs a depot issue

3 Upvotes

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 • • 11h ago

Screenshots Oil Industry Shenanigans

Post image
81 Upvotes

22 oil stations linked with helicopters to this single refinery, earning $50,000,000 profit a year.


r/TransportFever3 • • 4h ago

Discussion Passenger wagons

14 Upvotes

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.