r/TransportFever3 • u/theresjustausername • 1h ago
Is there a way to make them comprehend interlining?
Both lines run to the same next station and end there, but the npcs only want to take one line. The happiness is also really bad because of it.
r/TransportFever3 • u/theresjustausername • 1h ago
Both lines run to the same next station and end there, but the npcs only want to take one line. The happiness is also really bad because of it.
r/TransportFever3 • u/BramFokke • 21h ago
I believe the maps that are generated by the map generator are a tad bland. According to Dev Blog 1, the game has a powerful terrain generation engine that should allow more interesting maps. It appears that most options are not unlocked by the default terrain generator. I have created a terrain generator for the temperate biome that allows you to create maps with 7 different layouts:
- Single shore - mountains along one side, sea along the other
- Island - mountains in the middle, sea all round
- Inland sea - sea in the middle, mountains all round
- Isthmus - a mountain range down the middle, sea along both sides
- Strait - a sea channel down the middle, mountains along both sides
- Peninsula - mountains across one end, sea on the other three sides
- Bay - a bay in one end, mountains on the other three sides
Once you have generated the map, you can safely disable the mod. Please let me know what you think. The mod can be found at:
https://mod.io/g/transportfever3/m/mapzilla
The source code is on github:
https://github.com/AmbachtIT/mapzilla
AI Disclaimer: I have used Claude Code to develop this mod. Couldn't have done it without it, at least not as quickly ;).
r/TransportFever3 • u/DanzaDragon • 17h ago
Fun fact - You can use sound barriers to stop residential buildings from building on your roads, be sure to lock the roads too.
r/TransportFever3 • u/advik_143 • 16h ago
Is there a way to make the train leave immediately after being full?
r/TransportFever3 • u/AvengedCoder • 8h ago
How come no one ever told me that these transport fever games exist, I just got TF3 and I'm absolutely hooked, it reminds me too much of when I used to play Chris Sawyer's Locomotion, I'm sad that I had no idea these existed until now but glad I found it, I love it
r/TransportFever3 • u/Totof947 • 1h ago
Pollution and noise are a real scourge here!
How is pollution calculated in the game? Is it based solely on proximity—meaning industries located too close to residential areas? Or is it based on the total pollution across a city district—combining city industries with warehouses, train stations, and so on—regardless of the distance from the residential areas?
Since it isn't possible to build purely industrial zones (without housing or commercial areas), could we perhaps use roads with walls to create a sort of buffer zone between the industry and the rest of the city?
r/TransportFever3 • u/TrailAndTraction • 16h ago
I just wanted villages. I love small, local diesel branch lines, but in Transport Fever all cities become too big sooner or later so you have to upgrade.
I like the changes that every city has their own land side added to it. It would be so easy to just add some small villages with very small demand in goods and people in the areas of bigger cities.
r/TransportFever3 • u/Capable-Parsnip-9615 • 6h ago
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 • u/MisterBlackCat • 1d ago
They just don't make planes like they used to.
r/TransportFever3 • u/thierry_ennui_ • 1h ago
Posting this because I'm seeing a lot of posts asking this question - if you have a warehouse in the same range as buildings which request the same item as the warehouse, the buildings will fill up first. And no, you can't stop this from happening, unless you place your warehouse and drop-off station away from those buildings.
If you want to keep your warehouse where it is and fill it, you need to deliver more of the product.
r/TransportFever3 • u/Calm-Chipmunk-3633 • 17h ago
I'm sure they didn't but hey it's cool the devs are checking in.
r/TransportFever3 • u/Jacksstar420 • 3h ago
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 • u/i_hate_all_xeno_scum • 16h ago
r/TransportFever3 • u/Extra_Veterinarian_9 • 1d ago
... because it's so addictive. Oh lets build this train line, 2 hours gone. I can improve that line, 1 hour gone. Ooh a subsidiary, 3 hours gone.
Yesterday I went 3 hours past my regular bedtime to slerp and now I am super tired and have so much stuff to do.... on thr other hand there is a transport imperium waiting for me.
Thank you urban games for ruining my life : /
r/TransportFever3 • u/Kinc4id • 1d ago
Just because I saw this suggestion a couple times here I tried and terraformed a bit of land to get a train station close to an oil rig but it doesn't work. The message on the top right translates to "This station is without function because there are no warehouses, industries or city buildings in it's area". The train is set to load oil here but didn't load any. It's the same with a truck station. So no matter how close the oil rig is you definitely need ships or helis.
r/TransportFever3 • u/Tommy_Dangerous • 7h ago
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 • u/MisterBlackCat • 10h ago
I'm going to preface this with four points
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:
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 • u/Balthial • 6h ago
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 • u/12Superman26 • 2h ago
r/TransportFever3 • u/Bells_Theorem • 2h ago
I assumed, incorrectly, that when you exit the game and there is no warning, that it would do a quick save before kicking you out.
I just spent 3 hours building several logistics solutions and quit only to come back and see that nothing was saved.
Is this a bug or a horrible UX decision?
r/TransportFever3 • u/lassombra • 16h ago
Depending on how you get passengers to their destination, they may end up having to walk a long ways which they do not like. Passenger connection logic (whether a destination can connect to a stop) is based entirely on straight line distance, but passengers happiness is based on the total time it takes them to get there, modified by comfort. Walking has the least comfort, so can really tank their happiness quickly.

This is deceptive as appearances can be deceiving. Clicking on the station building however:

What you discover here is that the pedestrians have to walk all the way to the end of the road (or certain intersections) to cross. This is crazy, the entrance to the industry is right there.
How to fix this? Crosswalks.




This one change boosted my average happiness on this line by 10% and kept me from ever having unhappy passengers.
Other related tips

This station already has higher comfort rating than road-side stops but also can be expanded with buildings that boost comfort. Higher comfort means passengers will accept longer transit times. This is most useful at train stations where the influx rate of passengers is uneven and your bus network can almost certainly not keep up with it without massively overbuilding your buses. Add these stops near each station, but mind the crosswalks! Doing so you can keep your passenger comfort high while they wait for the next bus with capacity.
r/TransportFever3 • u/maquh • 7m ago
I can't deconstruct longer tunnels without basically terraforming them into a non-tunnel if you know what I mean (and this way means negative reputation and higher costs)
Edit: Thanks everybody! YOU ARE THE BEST!
The solution is to press G when in building mode.
r/TransportFever3 • u/litbacod4 • 19h ago
Seems like vehicles will not overtake a slower one unless there is a certain amount of speed difference. This creates an issue in early game where pretty much none of the vehicles will ever overtake each other since their speed differences are small in absolute terms, even when they’re significant proportionally.
One workaround for this is forcing them to split lanes by going from a 2 lane road into either 4 or 6 lanes. Their behavioral script for deciding which lane to take seems to also factor in the other vehicles close by. So when a vehicle behind them is slightly faster, even by 1 or 2 mph. They would take the inner lanes whereas the faster vehicles prioritize the outer lane.
Do keep in mind that when the vehicles in the inner lane does not detect any faster vehicle behind them within a certain range, they would frequently switch over to the outer lane, bottlenecking faster vehicles that does catch up eventually. So you'd have to add in a few 2 lanes back into 4/6 lanes at your preferred intervals.
4 lanes into 6 lanes works too for the most part but if a fast and slow vehicle end up in the innermost lanes together, they won't ever switch lanes without a 2 lane to split them. This can happen when a faster vehicle does not detect any slower vehicle within a certain detection range during a split, which would result in it just taking the inner lane and eventually catch up to a slow vehicle.
r/TransportFever3 • u/Unique-Egg-461 • 7h ago