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All 36 Cargo Types and What They Do in Transport Fever 3

Updated on November 4, 2026 (about 16 hours ago)

In Transport Fever 3, cargo types are the freight your vehicles carry between industries and towns. Mines, farms and logging camps produce raw materials, factories turn those into new goods, and towns take in finished products like clothes, fuel and furniture. Each cargo type in the standard list plays a specific part in that chain. Knowing how they connect is the key to running routes that keep both industries and towns supplied.

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Handling Category

Bulk

9 items

Cement

Cement made from stone for industrial districts.

Handling Category
Bulk
Cargo Role
End Product
Produced By
Cement Plant
Used By
Industrial District

Clay

A raw material used by the Brickworks.

Handling Category
Bulk
Cargo Role
Raw Material
Produced By
Clay Pit
Used By
Brickworks

Coal

A raw material used with iron ore at a Steel Mill.

Handling Category
Bulk
Cargo Role
Raw Material
Produced By
Coal Mine
Used By
Steel Mill

Fertilizer

A refinery output that boosts production at farms.

Handling Category
Bulk
Cargo Role
Booster Product
Produced By
Oil Refinery
Used By
Cotton Farm, Crop Farm, Rubber Farm

Grain

A farm crop brewed into beverages or fed to Livestock Farms.

Handling Category
Bulk
Cargo Role
Raw Material
Produced By
Crop Farm
Used By
Brewery, Livestock Farm

Iron Ore

A raw material used with coal at a Steel Mill.

Handling Category
Bulk
Cargo Role
Raw Material
Produced By
Iron Ore Mine
Used By
Steel Mill

Sand

A raw material used by the Glassworks.

Handling Category
Bulk
Cargo Role
Raw Material
Produced By
Sand Dredger, Sand Pit
Used By
Glassworks

Sawdust

A sawmill by-product used by the Paper Mill.

Handling Category
Bulk
Cargo Role
Intermediate Product
Produced By
Saw Mill
Used By
Paper Mill

Stone

A raw material used by the Cement Plant.

Handling Category
Bulk
Cargo Role
Raw Material
Produced By
Quarry
Used By
Cement Plant

Handling Category

Liquid

5 items

Chemicals

A refinery output used to make dyes and plastic.

Handling Category
Liquid
Cargo Role
Intermediate Product
Produced By
Oil Refinery
Used By
Chemical Plant

Crude Oil

A raw material refined into fuel, fertilizer, and chemicals.

Handling Category
Liquid
Cargo Role
Raw Material
Produced By
Oil Platform, Oil Well
Used By
Oil Refinery

Dyes

A chemical-plant output used by textile factories and printing presses.

Handling Category
Liquid
Cargo Role
Intermediate Product
Produced By
Chemical Plant
Used By
Textile Factory, Printing Factory

Fuel

A refinery output delivered to industrial districts.

Handling Category
Liquid
Cargo Role
End Product
Produced By
Oil Refinery
Used By
Industrial District

Rubber

A tropical farm product used by the Tire Factory.

Handling Category
Liquid
Cargo Role
Raw Material
Produced By
Rubber Farm
Used By
Tire Factory

Handling Category

Flatbed

6 items

Logs

A raw timber cargo processed into planks and sawdust.

Handling Category
Flatbed
Cargo Role
Raw Material
Produced By
Logging Camp
Used By
Saw Mill

Machines

Machines are a flatbed cargo used as a factory input or an industry booster.

Handling Category
Flatbed
Cargo Role
Booster Product
Produced By
Machine Factory
Used By
Industrial District, Vehicle Factory, Logging Camp, Iron Ore Mine, Oil Platform, Oil Well, Sand Dredger

Planks

Planks sawn from logs for factories and industrial districts.

Handling Category
Flatbed
Cargo Role
Intermediate Product
Produced By
Saw Mill
Used By
Industrial District, Furniture Factory, Tools Factory

Sheet Metal

A steel-mill output used by canning and vehicle factories.

Handling Category
Flatbed
Cargo Role
Intermediate Product
Produced By
Steel Mill
Used By
Canning Factory, Vehicle Factory

Steel

A steel-mill output used by the Machine Factory.

Handling Category
Flatbed
Cargo Role
Intermediate Product
Produced By
Steel Mill
Used By
Machine Factory

Vehicles

Vehicles assembled from tires, sheet metal, and machines for industrial districts.

Handling Category
Flatbed
Cargo Role
End Product
Produced By
Vehicle Factory
Used By
Industrial District

Handling Category

Goods

16 items

Beverages

A brewery output delivered to commercial districts.

Handling Category
Goods
Cargo Role
End Product
Produced By
Brewery
Used By
Commercial District

Books

A Printing Factory output delivered to commercial districts on Subarctic maps.

Handling Category
Goods
Cargo Role
End Product
Produced By
Printing Factory
Used By
Commercial District

Bricks

Bricks made from clay for industrial districts.

Handling Category
Goods
Cargo Role
End Product
Produced By
Brickworks
Used By
Industrial District

Canned Food

Canned food made with fish or meat and sheet metal.

Handling Category
Goods
Cargo Role
End Product
Produced By
Canning Factory
Used By
Commercial District

Clothes

Clothes made from fabric and dyes for commercial districts.

Handling Category
Goods
Cargo Role
End Product
Produced By
Textile Factory
Used By
Commercial District

Fabric

Fabric woven from wool for the Textile Factory.

Handling Category
Goods
Cargo Role
Intermediate Product
Produced By
Weaving Mill
Used By
Textile Factory

Fish

A raw catch delivered to commercial districts or a Canning Factory.

Handling Category
Goods
Cargo Role
Raw Material
Produced By
Fishing Grounds
Used By
Commercial District, Canning Factory

Furniture

Furniture made from planks and glass for industrial districts.

Handling Category
Goods
Cargo Role
End Product
Produced By
Furniture Factory
Used By
Industrial District

Glass

Glass made from sand for breweries and furniture factories.

Handling Category
Goods
Cargo Role
Intermediate Product
Produced By
Glassworks
Used By
Brewery, Furniture Factory

Meat

A farm product delivered to commercial districts or a Canning Factory.

Handling Category
Goods
Cargo Role
Raw Material
Produced By
Livestock Farm
Used By
Commercial District, Canning Factory

Paper

Paper made from sawdust for the Printing Factory.

Handling Category
Goods
Cargo Role
Intermediate Product
Produced By
Paper Mill
Used By
Printing Factory

Plastic

A chemical-plant output used by machine and tool factories.

Handling Category
Goods
Cargo Role
Intermediate Product
Produced By
Chemical Plant
Used By
Machine Factory, Tools Factory

Tires

Tires made from rubber for the Vehicle Factory.

Handling Category
Goods
Cargo Role
Intermediate Product
Produced By
Tire Factory
Used By
Vehicle Factory

Tools

Tools supply industrial districts and boost listed raw-material industries.

Handling Category
Goods
Cargo Role
Booster Product
Produced By
Tools Factory
Used By
Industrial District, Clay Pit, Coal Mine, Fishing Grounds, Quarry, Sand Pit

Vegetables

A farm crop delivered to commercial districts.

Handling Category
Goods
Cargo Role
End Product
Produced By
Crop Farm
Used By
Commercial District

Wool

A farm output used by the Weaving Mill.

Handling Category
Goods
Cargo Role
Raw Material
Produced By
Cotton Farm, Livestock Farm
Used By
Weaving Mill

How Raw Materials, Intermediate Products and End Products Connect

Each cargo type plays a role in the production chain. Raw materials come from industries that don't need anything delivered first, such as farms, mines, quarries and logging camps. Intermediate products are made from delivered cargo and then become ingredients for something else, while end products are the finished goods that industrial and commercial districts in towns take in. Booster products are a separate case, and they work a little differently.

Some cargo types have more than one buyer, so a single product can be wanted by a town and by a factory at the same time.

The beverage chain shows how this works. A brewery needs grain from a crop farm and glass from a glassworks, and that glass starts as sand from a sand pit or sand dredger. A factory needs all of its inputs together, so one missing ingredient holds up the whole chain. Once the brewery is running, it can send beverages to commercial districts.

The Four Cargo Groups: Bulk, Liquid, Flatbed and Goods

Apart from roles, every cargo type belongs to one of four handling groups. The group describes how the cargo is stored and carried, not what it's used for, so a cargo can be a raw material and still sit in the bulk group. Knowing the group tells you which kind of vehicle and storage you'll need.

Bulk cargo is kept in silos or heaps before being carried in open wagons and trucks. Liquid cargo is held in tanks or barrels and moved in tankers.

Flatbed cargo is stored out in the open and loaded by cranes onto flat vehicles. Goods is the largest group, stored in freight sheds and carried in closed vehicles.

Cargo Boosters: Fertilizer, Tools and Machines

Fertilizer, Tools and Machines act as boosters. When enough of one arrives at a raw industry, that industry produces more, and the booster is taken from the industry's input stock to do it. The boost stops once there aren't enough items left.

Each booster works on a particular set of raw industries. Fertilizer supports cotton farms, crop farms and rubber farms. Tools support clay pits, coal mines, fishing grounds, quarries and sand pits. Machines support logging camps, iron ore mines, oil platforms, oil wells and sand dredgers.

Boosters are a bonus rather than a requirement. A raw industry still produces without one, so boosters are a way to get more out of an industry you already have.

Which Cargo Types Link the Most Industries

Some cargo types matter more than others because they tie several industries together. Crude oil is a good example. An oil refinery turns it into fuel, fertilizer and chemicals, so one raw cargo feeds three different routes, and the fertilizer it makes can go back to farms as a booster.

The steel mill is another hub. It takes coal and iron ore and produces sheet metal and steel, with sheet metal going to canning factories and vehicle factories and steel going to machine factories.

Sand plays a similar role. The glassworks turns it into glass, which feeds both breweries and furniture factories. Vehicles are where many chains meet, since a vehicle factory builds them from tires, sheet metal and machines.

How to Plan Cargo Pickups and Deliveries

Cargo doesn't leave an industry on its own. Whatever an industry produces waits in place, shown above the industry, until a vehicle on a line set up to collect that cargo type picks it up. You choose where each load goes, so the route is in your hands.

The easiest way to plan is to work backward. Start with a town that accepts the finished product, pick a producer for it, and follow that producer's inputs back to where they come from. Place loading facilities close to each producer and unloading facilities close to each consumer, and check every transfer point along the way as well as the final stop.

Choose vehicles separately for each cargo, since a vehicle that suits one leg may not carry the next cargo. Each cargo type also has its own time limit from pickup to drop-off. If a load takes longer than that to arrive, the customer is not satisfied, and transport time counts toward your income.

Storing Cargo in Warehouses Between Routes

Warehouses hold cargo between two transport legs. Vehicles drop off and collect through a station whose catchment covers the warehouse, so the warehouse itself doesn't need road access. Towns and industries can't take cargo straight from a warehouse, so you still need an onward route to the consumer.

There are two kinds of warehouse. A universal warehouse holds mixed cargo in one shared pool, which suits transfers where several cargo types pass through. The bulk, flatbed, goods and liquid warehouses are specialized, and each module holds one chosen cargo from its group, so two cargo types from the same group need separate modules.

Specialized modules handle cargo faster and pause the cargo's delivery timer while it's stored. A universal warehouse runs at normal speed and keeps the timer going. A paused timer keeps the time that's left, but it doesn't reset the clock or complete the delivery, so the cargo still has to reach its destination.

Which Cargo Types Appear in Each Climate

Not every cargo type appears on every map, because some depend on climate. The game has four climates: temperate, dry, tropical and subarctic. Cement, paper and books only come from subarctic maps, because the cement plant, paper mill and printing factory only appear in that climate.

Rubber and tires follow the same pattern in the tropics. Rubber farms and tire factories only appear in tropical climates, so the rubber-to-tire chain is limited to those maps.

Quarries are available in all four climates, so stone can be produced on any map.

FAQ

Q.

Why do some lists show a different cargo total?

Totals vary because they count different things. Some come from figures published before release, and community counts can also include passengers and the special cargo used in some campaign missions.

Q.

Do all cargo types show up at the start of a map?

No. A new map starts with only some industries and cargo types in place. New industries appear when demand rises high enough or when a town asks for a cargo type for the first time, and as towns grow, they bring more complex demands.

Q.

What happens to cargo that nobody picks up?

Each producer has an output limit. Once its output stock is full, production keeps running, but the extra items are destroyed, so a producer nobody collects from wastes what it makes.

Q.

Can I split one load across several stops?

Unloading happens automatically. Cargo is dropped off at every stop that uses it, so you can't pick a partial drop. What you can control is the load percentage set at each stop, along with the vehicle's capacity.

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More Transport Fever 3 collections

  • VehiclesEvery Transport Fever 3 vehicle from trains and trams to ships, planes and helicopters, with years, price, speed, capacity and the cargo each one carries.
  • IndustriesEvery Transport Fever 3 industry with its recipe, outputs, cargo booster and climates, plus how raw sites, factories and worker boosts fit into supply chains.
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