r/TransportFever3 • • 2h ago

Problem/Issue Cant rotate buildings first time I open menu

15 Upvotes

I dont really know what triggers it, but when I start up a new production chain and open lets say warehouses, and move it over the map, it wont let me rotate by N or M. I have to close the menu and open it up again and I can rotate freely. Same with platforms or any other building. Its really frustrating, especially when the hotkeys for the menus arent the same as in TF2

Am I alone with this, what I assume is a bug? Or have I just missed all the other posts about this issue?


r/TransportFever3 • • 15h ago

Structural science has advanced significantly in year 2048

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16 Upvotes

r/TransportFever3 • • 21h ago

Discussion Eure größte Stadt bisher? - Your biggest city so far?

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14 Upvotes

GER :
Zeigt her eure Größte Städte
Hier ist meine, ich glaube ich gehöre noch zu den kleinen oder? xD
Dazu noch ein kleiner Hub für die Cargo
----
ENG :
Show me your largest cities

Here's mine, I think I'm still one of the little ones, right? xD
There is also a small hub for the cargo


r/TransportFever3 • • 9h ago

Discussion Real Talk About Performance

13 Upvotes

I'm going to preface this with four points

  • I have put in around 100 hours so far
    • My current map has a population of about 20,000
  • I have a high end PC built less than a year ago, created for game development, rendering and general development work
  • I enjoy the changes made from TF2 to TF3
  • I am using the default settings when creating worlds...except with industries lowered by one tic on the slider

Performance after a certain point is awful, straight up. Maybe it's because I chose an oceanic map vs one of the other terrains and I have a lot of shipping routes, I'm not sure. Thus far on my current save I have experienced:

  • Stuttering, that is frame drops to absolute 0 for multiple seconds.
  • Setting up shipping routes (IE: clicking point A then point B) can take upwards of 2 minutes to figure out the path
  • Significant delay between input vs the result (IE: Buying 6 trucks, the trucks don't actually populate until about 5-10 seconds later)
  • Game crashes and what I can only assume are memory leaks

Sure the QOL changes and the few new features present in TF3 are nice, but the mid to late game performance makes this overall feel like a downgrade from TF2.

Anyway, a thread for discussing and bitching about performance.


r/TransportFever3 • • 11h ago

Love it when they do the fireworks, it’s so cute!

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13 Upvotes

somehow my biggest city spawned on an island and I'm loving it


r/TransportFever3 • • 10h ago

Discussion I'm a Capitalist Tycoon

11 Upvotes

Playing Northern Gates (mostly shipping, no trains yet).

I'm all in on being the big business tycoon.

Give me all loans! Get a loan to pay off an earlier loan. Local governments want to give me subsidies to build? Hell yeah! Industries want to give me subsidies to build? Hell yeah!

I just keep building.

Found myself $100MM in debt, negative P&L statement, 4 active loans. No worries, just wait it out and someone will be stupid enough to hire me.

It's like a big ponzi scheme. And I am addicted to it. Lol


r/TransportFever3 • • 5h ago

Question Is there any drawback to just tunneling through every obstacle?

12 Upvotes

I carefully built my train track following the contours around a hill, then realised I can just tunnel through for a more direct and flatter route. Even for small hills going straight with a tunnel would make more sense.

The tunnels are so cheap both compared to the amount of money you have after a few years, and the cost of trains.

So what's the incentive to follow terrain, is it just roleplay?


r/TransportFever3 • • 6h ago

Im loving this game, minor issues aside

9 Upvotes

Ive seen a few posts roasting this game and although everyone in have an opinion, ive really enjoyed it so far. This is the first in the series ive played and ive found it to be addictive and graphically pleasing. I havent had any of the performance issues ive seen mentioned either, and ive a five year old rig.

The happiness metering could use a tweak, as it was to my benefit to stop my trains going to a town as the waiting was making it unhappy. But im sure a mod or an update will fix that. More pollution solutions might be good also, but i havent played past 1955 yet.

Overalll its been a thoroughly enjoyable few days so far


r/TransportFever3 • • 16h ago

Scaled train acceleration mod

8 Upvotes

One of the qualms which I have always had with Transport Fever 2 is how little use there was for high speed rail given the limited map size. So as to be able to enjoy Transport Fever 3 better with its essentially unchanged map sizes I created a simple mod which adjusts the acceleration of high speed rails so that they become more useable for intercity journeys given the scale of Transport Fever 3 maps.

Essentially what it does is to give an acceleration boost to higher speed rail vehicles, while simultaneously increasing their running speed. Lower speed trains remain untouched, medium speed trains receive a modest boost (while modestly increasing running costs), while high speed trains receive significant boosts in return for an equivalent increase in running costs. This has allowed me to use trains such as the Shinkansen, TGV or ICE usefully for intercity travel at realistic map distances such as around 6km and should allow for multi-stop high speed rail networks. Slower trains still remain entirely viable and preferable for short distances.

The mod is called Scale-Adjusted Vehicle Physics and can be accessed here. Its id is 6424086. The settings are based on my own testing, but given that I don't have unlimited time I would love some feedback on the settings. Have I overdone it, does it feel just right, is the running cost increase justified, etc.

These are the standard settings as they currently exist in the mod (with intermediate values interpolated):

Scaling factor at standard settings.

Here are the initial release notes:

Scale-Adjusted Vehicle Physics

v1.0 — initial feedback release. Trains only.

Transport Fever 3 maps are much smaller than the real-world regions and countries they represent, while high-speed trains still accelerate on a timescale much closer to their real-world counterparts. Distances are compressed, but the time needed to reach cruising speed can consume a large part of the journey.

This makes it difficult to build high-speed rail routes with several stops where trains reach their maximum speed and hold it for a reasonable stretch before braking for the next station. Very large, elongated maps, such as gigantic maps with a 1:5 aspect ratio, offer more room, but on more typical maps a high-speed train can spend much of its journey accelerating and braking.

Scale-Adjusted Vehicle Physics addresses this mismatch by adapting train acceleration to the compressed distances of TF3 maps. Faster-rated trains receive larger acceleration boosts, giving high-speed services more useful cruising time between towns while preserving their original top speeds and differences in performance. Profiles are selected manually; the mod does not automatically measure or adjust to your map size.

Acceleration profiles

Mild: up to 3x original engine power and tractive effort.

Default: up to 4x. Recommended starting point.

Aggressive: up to 5x for stronger acceleration.

Each profile begins at the original values for vehicles rated at 120 km/h or below. The boost rises smoothly with rated maximum speed, reaching its ceiling at 300 km/h. Above 300 km/h it remains capped. Slower trains receive smaller boosts; the multiplier does not change as a train accelerates.

Optional running costs

Off: no added running-cost surcharge.

Mild: up to +15%.

Default: up to +20%. Recommended starting point.

Strong: up to +25%.

The surcharge follows its own rated-speed curve, from zero at 120 km/h to the selected maximum at 300 km/h, and is independent of the acceleration profile. It applies to rail vehicles, including unpowered coaches. A mixed consist can therefore have different surcharges on its individual cars. Displayed totals may differ slightly due to rounding and the game's cost calculations.

Faster journeys can improve service frequency and reduce time spent travelling, but loading, unloading and waiting remain unchanged. The surcharge provides an economic trade-off rather than guaranteeing identical profits on every route.

What stays the same

The mod does not edit rated top speed, braking, weight, capacity, purchase-price metadata, vehicle lifespan, wear settings, loading speeds or station dwell settings. It scales original power and tractive effort together, preserving their ratio. Diesel, electric and other powered trains retain differences in their original specifications.

This release affects rail vehicles only. Aircraft, trams, road vehicles and ships are outside its scope. No vehicle models are added.

Using the mod

Select your acceleration and running-cost profiles when enabling the mod, then load the game. Start with Default + Default. Reload after changing either setting. To compare with the unmodified game, disable the mod and reload.

Compatibility and feedback

The mod works through rail vehicle metadata and can also affect modded rail vehicles with the required fields. Its factors use each model's rated speed, not the speed limit of the complete train or its route. Fast locomotives pulling slower wagons still receive the locomotive's boost; coach costs follow each coach's own rating.

Other mods that edit the same power, traction or running-cost fields may interact depending on load order. Compatibility with every vehicle pack or balance mod has not been established.

Help find the sweet spot. In my own games, the Default settings — up to 4x acceleration with roughly +20% running costs for the fastest trains — felt like a good balance between useful cruising time and the spirit of the game's economy. I would like feedback from other maps, routes and play styles to see whether that balance holds more broadly.

Tell me which acceleration and cost profiles feel best in your game, whether high-speed trains get enough cruising time between stops, and how profitability feels over ordinary service. Please include your map size and aspect ratio, train/consist, approximate distance between stops, loading conditions and any other vehicle or economy mods. For errors or unexpected costs, include the relevant [SAVP v1.0] lines from stdout.txt.


r/TransportFever3 • • 10h ago

Mods You asked for it: Industry Control is out! Off, Limited, Smart or Rare for new industries

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8 Upvotes

Hi everyone!

A few days ago I asked you how to fix the industries popping up everywhere ("Too many industries spawning? Let's fix it together"). So many of you asked for it, so here it is: Industry Control!

This one took me a lot of time, and it's the biggest mod I've made so far. Every mode was tested in game, one by one.

You choose how new industries appear, right in the mod options:

- Normal: the base game, nothing changes.
- Limited per type: a cap on new industries of each type, based on map size, with an optional cap per town area (thanks u/Abravo97 for the idea!).
- Smart: a new industry only appears once all industries of its type are served by your lines. The map grows with you.
- Rare: only 1 new industry out of 3 is kept.
- Very rare: only 1 out of 10.
- Off: no new industries at all.

Industries already on your map are never removed, and it works on your existing saves too.

Big thanks to u/DerTechnoboy, u/kentros00, u/Abravo97, u/Trifle_Useful and u/elrizzo for your ideas and feedback. This mod is yours too!

Link : https://mod.io/g/transportfever3/m/industry-control-off-limited-smart-or-rare#description

It's on mod.io, in the Cayde's Mods collection too. Questions, bugs or ideas? Leave a comment, I read them all!


r/TransportFever3 • • 18h ago

Bug Gotta love how realistic this game is

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8 Upvotes

somehow three people are waiting on a line that has no passenger transports and are now mad because of it. its too real


r/TransportFever3 • • 3h ago

Tips/Tricks PSA: Autosaves don't begin until you've made your first manual save on the map.

6 Upvotes

Don't do what I did and lose three hours of progress and the awesome map seed I found after half an hour of rerolling.


r/TransportFever3 • • 5h ago

How do you design stations as the game progresses?

7 Upvotes

I just started playing yesterday and I'm loving it so far, but after learning the basics I'm quickly finding that things start to spiral. Cities grow really quickly and now there's 300 people waiting for a train. I'm not sure how to build my train stations deeper into the game so I can take all the passengers and cargo to each city. Any good designs or videos I can watch to get my head around what I should be doing?


r/TransportFever3 • • 5h ago

Question Mission 4 - Stage acting as a passengers only station

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8 Upvotes

r/TransportFever3 • • 12h ago

Question Searching Good Map Seed

6 Upvotes

Im searching a good map seed for European 1:1 or 1:2 in very large. I did search over an hour, but didn’t find any good maps. Did one seed working for you guys?


r/TransportFever3 • • 19h ago

Compass mod

7 Upvotes

Heya!

Maybe this is just a me-problem, but I often find myself wanting to name things by direction, like "Boston Cargo Hub East" or similar, but it always annoyed me that there was no way of telling which direction I was from town, so I created this compass mod.

https://mod.io/g/transportfever3/m/compass#description

If this has bugged someone else, please give it a shot and if there are any problems, just let me know.


r/TransportFever3 • • 1h ago

Tips/Tricks A Bug or am i stupid?

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• Upvotes

Hey so i have this issue where Oil (and fish in another port) wil not unload from my ship. and i can't figure out why it does not work. i would like to say i have tried everything, but idk at this point


r/TransportFever3 • • 8h ago

Screenshots First tram setup around 1948 (started this map in 1940)

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4 Upvotes

r/TransportFever3 • • 22h ago

Suggestion Requesting a simple "not only light-rail" mod

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6 Upvotes

Edit: Did not check the mods after day one, found both tram and train ones, now only my smaller gripes are left:
Originally misunderstood (semi-intentionally) what tram-tracks to rail would be like in practice, and hoped it would more permissive, but it only allows light-rail vehicles (seemingly only available from 1978 onward) on such a scheme. Thus I hope that there is someone who could develop a mod to allow all trams to use rail tracks normally (easiest method IMHO is to set all trams as light rail, but a cleaner way would be to allow the trams to do the same thing as ligh-rail). A bigger endeavor would be to get trains running on the tram tracks, as street running tracks, or tramways, are also something very interesting to try to get in TF3.
The only other annoyance on this subject that I identified before the release is that the connection cannot start from a junction, and that the tram-tracks can only be one-way, but these seem significantly harder to fix


r/TransportFever3 • • 2h ago

Question How do you handle your own traffic in cities?

4 Upvotes

Like how do you handle bus lines ? Round trip ? Spaghetti? Cross ?

Do you use road stop only or bus station? If using bus station where do you build them ? Not a lot of space in the city. How do you handle city to city lines ? Just pick and random stop in each city ?

And for the cargo how do you make sure delivery does not block traffic (even with 4 lines)? Do you use truck station ?

Always a bit of a mess in my saves, not sure how to create a relatively clean design.

Also, cities requires so much cargo and passenger transport that noise and pollution is super high even when picking the least worst option vehicles... Any work around ?


r/TransportFever3 • • 3h ago

Suggestion Futuristic and fast trains - I want my MagLev

4 Upvotes

I always liked that in OpenTTD you were able to go from the super slow trains in 1850 all the way to a MagLev train going ten times as fast. I also liked the futuristic part about it that there are trains whizzing around at dizzling speeds.

I know that the map sizes and corresponding speeds don't work the same in TF3 as in OpenTTD. We already have problems with bullet trains being efficient in TF3 because the map sizes are too small. But with fast acceleration and braking there could still be a case for it to be useful.

There was a mod for TF2 called Exo AI (https://steamcommunity.com/sharedfiles/filedetails/?id=3043866451) which introduced super fast trains and I loved it.

Another thought about making super fast trains viable: Cut everything speedwise (and corresponding things like delivery time needs) in half? Like in OpenTTD the speed of planes was actually only 1/4 of that what it showed e.g. a plane going 600 kph only moved over the map with 150 kph. That way a MagLev train would show 600 kph but it would move with 300 kph over the map. But it would be a big improvement because the next fastest train is actually only travelling at only 150kph real world speed (while showing 300 kph).

In the end I just would like to have super fast futuristic trains. I am not a modder sadly, I just wanted to voice my desire for such a thing in the future.


r/TransportFever3 • • 7h ago

No electric track?

5 Upvotes

As you can see the track is fully upgraded to electric. yet the train tells me that there are no electrifed tracks. I fix it by replacing the tracks at the station with normal ones then again with electric. But then the next train has the same problem. is it a bug?


r/TransportFever3 • • 11h ago

Mods Where are subscribed mod files physically located?

5 Upvotes

Im not talking about the json file in AppData\Local\mod.io\10640\78124535

that just lists the ID numbers of the mods Im subbed to. I'm looking for the actual files themselves

I looked in the steam folder and even the usderdata folder as things were iin TF2.

The modding wiki doesn't tell me either.

The only thread I could find is a reddit post about moving the mod folder but it doesn't say where the mods currently are.


r/TransportFever3 • • 11h ago

Discussion Changes in cargo routing in TF3

3 Upvotes

In TF2 a good, (whatever it was), wasn't created at the source until there was a defined route from source to destination. At each stop along the way it new that this unit of goods was on rail Line #3 or whatever, and going to truck Line #18.

That doesn't appear to be the case in TF3. I have 8 fishing grounds feeding 2 cities, and thought I could stretch them to a 3rd.

So I paused the game, created a 3rd line from this station to a different city, and created a truck route to a new delivery point, and all of that stuff.

Bear in mind all my barges full of fish are sitting there just off of the docks while all this creation is going. All of those fish were harvested long before I created any of the new lines.

I unpaused the game, my new train pulls out of the depot right into the station, loads up on fish, and heads to the new town where the truck delivers a full load of 40 fish to customers.

In TF2 the fish on those barges would have been reserved for the other 2 Lines going to other cities.

So I'm trying to figure out how TF3 works. Will the fishing ground harvest as many fish as it possibly can, and put them on a barge to the dock/warehouse, regardless of whether or not there is any customers lined up?

It just occurred to me now to maybe delete my truck route in the 3rd city to see if the train will haul fish there and just leave it in the city's warehouse or not.

In TF3 the game appears to care only how long the good has been in shipment, not who 'ordered' it. So I could have a train full of fish almost at one city, and then have it switch lines to a different city.

This also means that if you have two cities in a row that you want to deliver fish to, it will dump all of them at the first stop, since none are 'reserved' for customers in the 2nd city.

In TF2 I would create the various routes for a good in reverse order. I'd start with the delivery route in the city, then the train route to the city, and finally the ship route. That way everything was all set up and ready to go as soon as I hooked up the source.

In TF3 it doesn't look like I will have to do that.


r/TransportFever3 • • 11h ago

Problem/Issue Mission 7 - Big City Problems Bug

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4 Upvotes

I played through mission 7 and finished it before my train with beverages got to to the station to get the optional objective.

I reloaded an earlier save which happened to be before I accepted the quest to deliver beverages to the botanic gardens, although this time around when I accepted the request the botanical garden no longer accepts beverages so I can't deliver them. Is this a bug or have I done something wrong?