Transport Fever 3 Production Chains — How Cargo Flows

Production Chains
Quick answer: Transport Fever 3 keeps the series' production-chain core — raw materials flow through several processing stages before reaching cities. The release-build mechanics are now documented in the official wiki: 36 cargo types across 32 industries, with production rules, boosters and per-industry ratios all published.
The four-stage chain
The cargo flow in Transport Fever 3 is structured in four stages, summarised from the official First Look footage by the community on TransportFever.net:
- Source / extraction — mines, farms and forests produce raw materials
- Processing — raw materials are turned into intermediate goods
- Final processing — intermediate goods become end products
- Urban consumers — cities buy the finished goods
This is the same shape as Transport Fever 2's chains. The simplest example is farms → food → settlements: farms produce crops, food processing turns them into food, and cities consume the finished food.
How production works (official wiki)
The official Industries & Cargo manual documents the release-build mechanics:
- Raw industries produce without input. Farms, mines and logging camps always produce some cargo without needing incoming cargo. Output is driven by plot count (fields, plantations, mine shafts).
- Processing industries need input stock. Saw mills, steel mills and breweries won't start until they have some cargo in their input stock.
- Expansion is demand-driven. A well-served industry expands by adding nearby plots; if the surrounding area is blocked or existing plots are bulldozed, production is limited or reduced.
Two ways to boost output
- Workers booster — a passenger connection that reaches the industry raises overall throughput. It lapses when too few workers have recently been at the industry.
- Raw-industry booster cargo — raw industries take a second booster route using one specific cargo (Fertilizer, Machines or Tools) drawn from the input stock; the effect halts once items run low.
What changes the chain
Officially confirmed on the First Look Episode 2 page:
- Warehousing — new storage and transshipment buildings let you buffer goods between stages
- Industry boosters — transporting workers and special goods to a factory increases its output
- Specialised loading facilities — dedicated loading infrastructure for certain cargo
- Full delivery-chain control — you assign specific cargo to each segment of a chain for the first time
Input, output and overflow
The industry window shows each input's and output's current count and cap. Produced items stay put until picked up by a suitable vehicle on a line configured to collect that cargo — the destination is always the player's choice. If nothing collects the output and the stock fills, production continues but the surplus is destroyed.
Example ratios (official wiki)
A few published per-cycle ratios from the official wiki. The full per-industry table is on the Industries page and the wiki itself.
| Industry | Rule (per cycle) | Booster cargo |
|---|---|---|
| Brewery | 8 Grain + 3 Glass → 8 Beverages | — |
| Steel Mill | 6 Iron Ore + 6 Coal → 4 Sheet Metal + 3 Steel | — |
| Crop Farm | 1–24 Grain; 1–16 Vegetables | Fertilizer |
| Saw Mill | 4 Logs → 4 Sawdust + 8 Planks | — |
| Canning Factory | 2 Fish or 2 Meat + 1 Sheet Metal → 2 Canned Food | — |
Sources & Verification
| Data point | Status | Source | Last verified |
|---|---|---|---|
| Four-stage chain | Community Extracted | TransportFever.net thread | 2026-09-23 |
| Warehousing, boosters, loading facilities | Official | First Look Episode 2 | 2026-09-23 |
| Farms → food → settlements | Official | First Look Episode 2 | 2026-09-23 |
| Production rule, plots, boosters, stocks, overflow | Official | Official Wiki — Industries & Cargo | 2026-10-07 |
| Per-industry ratios | Official | Official Wiki — Industries & Cargo | 2026-10-07 |
Related: Industries · Cargo List · Vehicles List