Transport Fever 3 Industries and Cargo: All 32 Production Chains

Economy Last reviewed: Sep 30, 2026

Quick answer

Transport Fever 3 has 32 industries and 36 cargo types in free game mode. The cargo types break down into 12 raw materials, 11 intermediate products, 3 booster products and 10 end products.[1] Cargo has no fixed destination: it goes wherever your lines take it.[2] A chain ends when an end product reaches the commercial or industrial district of a town that demands it.[1]

All 32 industries

Figures are the production rule shown in the industry window. A range like "1–16" means a raw industry that produces without any input.[1]

Industry Production rule Booster cargo Climates
Brewery 8 Grain + 3 Glass → 8 Beverages – Temperate, Dry, Subarctic
Brick Works 4 Clay → 4 Bricks – Temperate, Dry
Canning Factory 2 Fish or 2 Meat, and 1 Sheet Metal → 2 Canned Food – All four
Cement Plant 4 Stone → 2 Cement – Tropical, Subarctic
Chemical Plant 6 Chemicals → 2 Dyes + 5 Plastic – All four
Clay Pit 1–16 Clay Tools Temperate, Dry
Coal Mine 1–16 Coal Tools All four
Cotton Farm 1–12 Wool Fertilizer Temperate, Tropical
Crop Farm 1–24 Grain + 1–16 Vegetables Fertilizer All four
Fishing Grounds 1–12 Fish Tools Temperate, Tropical, Subarctic
Furniture Factory 4 Planks + 1 Glass → 2 Furniture Machines All four
Glass Works 4 Sand → 2 Glass – All four
Iron Ore Mine 1–16 Iron Ore – All four
Livestock Farm 7 Grain → 3 Meat + 4 Wool Machines All four
Logging Camp 1–8 Logs – All four
Machine Factory 7 Steel + 4 Plastic → 7 Machines – All four
Oil Platform 1–4 Crude Oil Tools All four
Oil Refinery 4 Crude Oil → 2 Fuel + 1 Fertilizer + 4 Chemicals – All four
Oil Well 1–6 Crude Oil Machines All four
Paper Mill 4 Sawdust → 2 Paper – Subarctic
Printing Press 4 Paper + 2 Dyes → 4 Books – Subarctic
Quarry 1–16 Stone Tools Temperate, Tropical, Subarctic; Dry marked "(✔)"
Rubber Farm 1–32 Rubber Fertilizer Tropical
Sand Excavator 1–8 Sand Machines Temperate, Tropical, Subarctic
Sand Pit 1–8 Sand Tools All four
Saw Mill 4 Logs → 4 Sawdust + 8 Planks – All four
Steel Mill 6 Iron Ore + 6 Coal → 4 Sheet Metal + 3 Steel – All four
Textile Factory 4 Fabric + 2 Dyes → 3 Clothes – All four
Tire Factory 4 Rubber → 2 Tires – Tropical
Tool Factory 4 Planks + 2 Plastic → 5 Tools – All four
Vehicle Factory 1 Tires + 4 Sheet Metal + 1 Machines → 1 Vehicles – All four
Weaving Mill 4 Wool → 4 Fabric – All four

"All four" means Temperate, Dry, Tropical and Subarctic. The manual itself lists Quarry under Dry as "(✔)" without explaining it.[1] Some campaign missions use extra industries and cargo that are not in this table.[1]

What towns buy

Commercial and industrial districts demand different end products. The official cargo list shows which cargo goes to each:[1]

District Cargo it can demand
Commercial Beverages, Books, Canned Food, Clothes, Fish, Meat, Vegetables
Industrial Bricks, Cement, Fuel, Furniture, Machines, Planks, Tools, Vehicles

A town starts with one demand per district and gains more as it levels up: a second commercial demand at level 5, a second industrial demand at level 7, a third commercial demand at level 9, and a third industrial demand at level 11.[3] See how towns grow.

Boosting production

  • Booster cargo (raw industries only): deliver Fertilizer, Machines or Tools, as listed in the table, and the booster starts. It consumes that cargo, and "The boosting effect will stop once there are not enough items".[1]
  • Workers (any industry): give the industry a passenger connection. If enough workers arrive often enough, throughput rises. The worker booster stops when too few workers have visited recently.[1]
  • Raw industries expand when served well, adding plots such as fields or mine shafts around them. Blocking or bulldozing that land limits production.[1]

Warehouses for transfers

To move cargo from one line to another, build a warehouse within the catchment area of the stations involved. Warehouses need no road access.[4] Universal warehouses store any mix of cargo. Specialized modules (Liquid, Bulk, Flatbed, Goods) "freeze the cargo item's delivery timer" and load faster, but each module holds one cargo type at a time.[4] Town buildings and factories cannot take cargo out of a warehouse, so you still have to deliver the last leg yourself.[4]

Tips that save money

  • If nobody picks up the output, production continues but the excess cargo is destroyed.[1]
  • Unused industries can close. After 10 years with no production, consumption or shipping, a 730-day closing countdown starts, unless the player owns the industry or industry closure is set to Never.[1]
  • New industries spawn when demand rises high enough or when a new cargo type is demanded for the first time.[1]

Known discrepancies

The official manual is not fully consistent with itself. The cargo list names Chemical Plant as the maker of Fertilizer, but the industry list shows Fertilizer coming out of the Oil Refinery. It also uses both "Canning Factory" and "Food Factory", and both "Crop Farm" and "Farm".[1] Before the game shipped, a developer blog counted 37 cargo types.[5] We show the manual's current values and will correct them once the in-game data is confirmed.

Sources & References

  1. Transport Fever 3 Wiki (official game manual): Industries and Cargo ↩ 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13
  2. Transport Fever 3 Wiki: Simulation Overview ↩
  3. Transport Fever 3 Wiki: Towns ↩
  4. Transport Fever 3 Wiki: Warehouses ↩ 1, 2, 3
  5. Transport Fever 3 official site: Dev Blog Episode 2 – Industries and Cargo ↩
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