r/TransportFever3 • • 14h ago

Tips/Tricks I forgot you can do this

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541 Upvotes

r/TransportFever3 • • 8h ago

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

179 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 • • 11h ago

Screenshots Oil Industry Shenanigans

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77 Upvotes

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


r/TransportFever3 • • 4h ago

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

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76 Upvotes

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

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42 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 • • 4h ago

Ready for takeoff??

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43 Upvotes

Interesting take off configuration!


r/TransportFever3 • • 21h ago

Question Does mixing the train station's Cargo Platform specializations do anything?

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35 Upvotes

r/TransportFever3 • • 4h ago

Pollution hack: Bushes

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36 Upvotes

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 • • 3h ago

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

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30 Upvotes

Red light GO, green light STOP??


r/TransportFever3 • • 11h ago

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

25 Upvotes

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


r/TransportFever3 • • 18h ago

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

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26 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 • • 10h ago

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

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23 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 • • 6h ago

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

21 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 • • 4h ago

Discussion Passenger wagons

15 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.


r/TransportFever3 • • 4h ago

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

15 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 • • 22h ago

Question Is there a way to force an industry to close and relocate? (Vanilla or mods)

12 Upvotes

Hey everyone! 👋

I've got a few industries in locations where I'd rather expand my cities or build some infrastructure, and also some veryyyyy far from where I need them, so I'm wondering if there's a way to force them to close and eventually relocate somewhere else on the map.

I'm interested in two approaches:

1. The "fair" way (vanilla gameplay)

Is there a legitimate way to encourage an industry to shut down naturally? (faster than just waiting for the game to close it because you're not using it)

2. The "unfair" way (mods / cheats / sandbox)

If there's no reliable vanilla method, is there a mod, sandbox option, or cheat that allows me to remove an industry manually so it can be moved somewhere else?

Ideally, I'd like to preserve the overall number of industries on the map rather than simply deleting them permanently.

Any suggestions would be appreciated! Thanks! 😄


r/TransportFever3 • • 12h ago

If I slow down the simulation speed, do my earnings per year change?

12 Upvotes

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 • • 9h ago

Problem/Issue Red screen while clicking on a (double slip) switch

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5 Upvotes

Anyone a solution how to change the switches to double slip ones without these red screen errors ?


r/TransportFever3 • • 13h ago

Discussion Gripes with pollution system

5 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 • • 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 • • 7h ago

Workers Lines

4 Upvotes

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 • • 15h ago

Solved Tram route broken depsite the rails in place? Check terminals.

4 Upvotes

Just thought I'd put this here for the search algorithms as it took me way too long to figure out.

If your Tram routes are broken and you can't figure out why, did you just upgrade the width of your roads to add lanes? When you upgrade a road to add lanes it moves your tram lines and stops to the outside lane. For some reason, it doesn't always pick the right terminal for your tram line, for example by picking the middle lane terminal when it doesn't have a tram rail, causing the line itself to fail.


r/TransportFever3 • • 21h ago

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

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5 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 • • 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 • • 9h ago

Discussion big island ?

3 Upvotes

Hello,

Does anyone have a tip for generating a map of a giant island, rather than lots of small or medium-sized islands? Thanks for your help!