Transport Fever 3 Cargo List: All 36 Types & Categories

Cargo List
Quick answer: The official manual lists 36 cargo types in the released game — 9 bulk, 5 liquid, 6 flatbed and 16 goods. The pre-launch Dev Blog quoted 37. A TransportFever.net community list identifies the extra item as Mixed Goods (Gemischte Güter), which is not in the manual's 36-name table. The same list counts 6 mission-only cargo types and passengers to reach 44. The 37th name is community-sourced, not an official statement.
The 36 / 37 / 44 totals — reconciled
Three totals get quoted for Transport Fever 3 cargo. They describe the same system at different scopes:
| Total | What it counts | Source | Status |
|---|---|---|---|
| 36 | Standard cargo in the released game — the manual's Industries & Cargo table lists 36 cargo items | Official Wiki — Industries & Cargo | Official (release build) |
| 37 | The pre-launch Dev Blog total; matches a community list of 37 standard cargo = the manual's 36 plus Mixed Goods | Dev Blog Episode 2 · TransportFever.net community thread | Official figure (pre-launch); the 37th item is community-sourced |
| 44 | 37 standard cargo + 6 mission-only cargo + passengers | TransportFever.net community thread | Community |
36 is the number to use for the released game. It comes from the official manual, which lists every item by name. The 37 is a pre-launch planning figure. The community thread breaks its own totals down as 37 standard goods + 6 mission-only goods + passengers = 44; its 37 standard goods are the manual's 36 plus Mixed Goods, and the six mission-only items are wastewater, blankets, coconuts, medicine, oxidizers and shrimp. That is consistent with the manual's note that "some campaign missions use special cargo types not listed here" — but the manual does not enumerate them, and the Mixed Goods identification is community-sourced, not an official statement. This page therefore keeps 36 as the official count and names the 37th only as the community list does.
Cargo categories and system features
The four cargo categories
The Dev Blog Episode 2 said before launch that the total is 37 cargo types and that "all cargo types fall into four categories". It describes how each category is stored and loaded:
| Category | Examples | Storage & loading |
|---|---|---|
| Liquid | oil, fuel | Stored in tanks or barrels, transported in tankers |
| Bulk | sand, grain | Stored in silos or heaps, transported in open wagons and trucks |
| Flatbed | logs, steel | Stored openly, loaded by cranes, transported on flat vehicles |
| Goods | canned food, glass | Stored in freight sheds, transported in closed vehicles |
All 36 cargo types (official list)
The official Industries & Cargo manual groups the 36 items by loading specialization. This is the full list:
| Group | Cargo types | Count |
|---|---|---|
| Bulk | Cement, Clay, Coal, Fertilizer, Grain, Iron Ore, Sand, Sawdust, Stone | 9 |
| Liquid | Chemicals, Crude Oil, Dyes, Fuel, Rubber | 5 |
| Flatbed | Logs, Machines, Planks, Sheet Metal, Steel, Vehicles | 6 |
| Goods | Beverages, Books, Bricks, Canned Food, Clothes, Fabric, Fish, Furniture, Glass, Meat, Paper, Plastic, Tires, Tools, Vegetables, Wool | 16 |
Checked against the manual on 2026-11-06. The manual adds: "Some campaign missions use special cargo types not listed here."
The manual's prose groups the same 36 by production stage — 12 raw materials, 11 intermediate products, 3 booster products and 10 end products — while the table above uses the manual's Specialization column. Both groupings describe the same 36 items. Mixed Goods is not one of the 36 rows; it appears only in the community 37-item list.
Where these names come from
The manual is the only source on this page that lists all 36 names. An earlier version of this page carried a 28-name list compiled by a player from trailer footage on TransportFever.net. That list is superseded: some of its names have an obvious official counterpart (Wood → Logs, Boards → Planks, Oil → Crude Oil, Clothing → Clothes), and some have no counterpart under that name in the manual (Cellulose/pulp, Shrimp, Paint). Where the two disagree, this page follows the manual rather than hedging both.
Confirmed cargo-system features
The First Look Episode 2 page confirms these features (not a full cargo list):
- Warehousing — new storage/transshipment buildings
- Industry boosters — transporting workers and special goods to a factory increases output
- Specialised loading facilities — dedicated loading infrastructure for certain goods
- Full control of the delivery chain — you assign specific cargo to each segment for the first time
- Sub-arctic environment — one of the new terrain/climate settings
- Farms → food → settlements — the example of an early simple chain
Delivery deadlines
Community coverage describes per-cargo delivery deadlines — perishable goods (food) need fast delivery while bulk goods (coal, stone) can move slower. The mechanism is now official, via the Wiki's cargo income function: every cargo has a timeToDeliverInSeconds field — "the time a cargo item may need between initial pickup and dropoff. If it takes longer, customers are not satisfied." The specific per-cargo deadline values (which cargo tolerates how many seconds) are still not published. See How to Make Money for the four income factors.
What the pre-launch 37 figure said
The Dev Blog Episode 2 stated before release: "With a total of 37 cargo types, it's more important than ever to keep track of which vehicles support which." The released manual's table has 36 items. Both figures are official; 36 matches the shipped list, so it is the total used on this page.
The same post confirms how cargo drives town demand: "As towns grow, so do their needs: larger quantities of basic cargo, as well as up to six complex end products." Complex end products are multi-stage — canned food, for example, always needs tinplate plus a choice of meat, fish, or a mix of both.
Per-cargo inputs, outputs and production ratios are on Production Chains, which cites the manual's industry pages. This page does not restate ratios that are not in the manual.
Loading vs unloading: what you can control per stop
A common search is "partial unloading" — splitting one wagon's cargo across several stops, or forcing a train to drop everything at a single stop. In Transport Fever 3:
- Load percentage is a per-stop setting, unload is not. The official lines & vehicles manual documents a per-stop load percentage. There is no matching per-stop unload percentage anywhere in the manual.
- Unloading is automatic. Cargo is dropped off at every stop that consumes it, with no partial-unload control exposed to the player.
- "Force unload all cargo on arrival" is described by a third-party guide (whisperofthehouse.com) but does not appear in the official manual — single source, unverified.
- One German-language forum post reports a 50% unload option, but it is a single unverified claim and likely conflates the load percentage with unloading — treat it as unconfirmed, not a mechanic.
Bottom line: no confirmed "partial unloading" control exists as of the current build. If you need to spread cargo across stops, the supported tools are per-stop load percentages and vehicle capacity — not an unload toggle. If an unload control is added later, this section updates with the patch that introduces it.
Sources & Verification
| Data point | Status | Source | Last verified |
|---|---|---|---|
| 36 cargo types, 4 groups (bulk 9, liquid 5, flatbed 6, goods 16) | Official | Wiki — Industries & Cargo | 2026-11-06 |
| All 36 cargo names, grouped by specialization | Official | Wiki — Industries & Cargo | 2026-11-06 |
| Production-stage grouping: 12 raw / 11 intermediate / 3 booster / 10 end | Official | Wiki — Industries & Cargo | 2026-11-06 |
| Campaign missions use special cargo outside the standard list | Official | Wiki — Industries & Cargo | 2026-11-06 |
| 37 cargo types (pre-launch figure) | Official (pre-launch) | Dev Blog Episode 2 | 2026-11-06 |
| 37 = manual 36 + Mixed Goods (Gemischte Güter); 6 mission-only; + passengers = 44 | Community — not an official list | TransportFever.net thread | 2026-11-06 |
| Warehousing, boosters, loading facilities | Official | First Look Episode 2 | 2026-09-23 |
| Sub-arctic environment | Official | First Look Episode 2 | 2026-09-23 |
| Farms → food → settlements | Official | First Look Episode 2 | 2026-09-23 |
| Up to six complex end products per town | Official | Dev Blog Episode 2 | 2026-09-24 |
| 28-name player-compiled list (superseded by the official 36) | Community | TransportFever.net thread | 2026-10-24 |
| Transport time participates in income | Official | Wiki — Cargo Income Function | 2026-10-01 |
| Per-cargo delivery deadline (timeToDeliverInSeconds mechanism) | Official | Wiki — Cargo Income Function | 2026-10-01 |
| Per-cargo deadline values (which cargo how many seconds) | Not published | — | — |
| Load percentage per stop | Official | Wiki — Lines & Vehicles | 2026-10-17 |
| Per-stop unload percentage | Not in manual | — | — |
| "Force unload all cargo on arrival" | Third-party (single source) | whisperofthehouse.com | 2026-10-17 |
| 50% unload claim | Single unverified forum post | — | — |
Related: Industries · Production Chains · Cargo Not Loading · Vehicles List · Wiki Hub