Transport Fever 3 Signals, Line Priority and Timetables Guide

Guides Last reviewed: Sep 30, 2026

Quick answer

Transport Fever 3 uses path signals: a signal turns green when a train can reserve its specific route to the next signal.[1] To stop deadlocks, put signals at both ends of passing sidings. Also place signals far enough from switches that the longest train can wait without blocking the crossing.[2] There are no timetables in the base game.[3]

How TF3 signals work

  • Path-based, not block-based. Trains don't interfere with each other on tracks outside their intended routes, so crossing layouts don't have to be treated as one big block.[1]
  • Reservations go further than in TF2. "Trains now reserve their route beyond the next stop", up to a stop where they can reverse or up to the next signal. According to the developers, this fixes deadlocks on single-track sections with several stops.[1] The manual puts it this way: a path ends at the next signal, tram lane, or reversal stop, whichever comes first.[2]
  • Alternative terminals. If a train cannot reserve its primary terminal, it can use a configured alternative terminal instead of queuing outside the station.[1]

Fixing the two classic deadlocks

Single track with passing sidings: without signals in the siding section, two opposing trains each reserve the whole stretch and block each other. "When signals are added on each end of the passing sidings, the reserved paths will no longer overlap and the trains can depart."[2]

Trains blocking a junction: if a train waiting at a red signal sits across a switch, it can block another line. "Moving the signal away from the switch" lets it stop clear of the crossing. Leave room for the full length of your longest train.[2]

One-way signals

Select the signal to open its detail window, then choose YES in the One-way drop-down. One-way signals cannot be passed from behind. Use them to force right-hand or left-hand running on double track.[2]

Line priority

Train and tram lines have extra buttons "in the lower right corner" of the line window to set priority.[4] Lower-priority trains wait at red signals. "Higher priority trains also have increased reservation distances on tracks", so signals favor them from farther away. This cuts brake checks for express services.[5]

Road junctions: traffic lights and lanes

  • Traffic Lights Tool: add lights at a crossing. Then close the construction menu and select the light to edit its phases and the lanes in each phase.[6]
  • Crossing Tool: set which lanes vehicles may turn from and into.[6]

Does Transport Fever 3 have timetables?

No. Asked on the official site, a developer replied: "We have not added timetables as a feature for the new game". The reason given was that timetables add micromanagement that not all players enjoy.[3] For finer control in the base game, use line priority, alternative terminals and good signal spacing.

Note on the manual

The official signals page still contains the line "All signals in Transport Fever 2 are path signals", which looks like leftover text from the previous game.[2] We based the reservation rules above on the TF3-specific developer blog.

Sources & References

  1. Transport Fever 3 official site: Dev Blog Episode 5 – Highlights ↩ 1, 2, 3, 4
  2. Transport Fever 3 Wiki (official game manual): Railway Signals ↩ 1, 2, 3, 4, 5, 6
  3. Transport Fever 3 official site: First Look Episode 5 – Highlights (developer reply, Jul 12, 2026) ↩ 1, 2
  4. Transport Fever 3 Wiki: Lines and Vehicles ↩
  5. Transport Fever 3 official site: Dev Blog Episode 3 – Infrastructure ↩
  6. Transport Fever 3 Wiki: Streets and Tracks ↩ 1, 2
← Back to Guides Read our Independent Verification Policy →