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  3. Transport Fever 3>
  4. Industries

All 32 Industries and Their Outputs in Transport Fever 3

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

Industries in Transport Fever 3 range from coal mines and farms to steel mills and factories, and they are where your cargo comes from and where it ends up. Raw industries dig up, grow or harvest goods without needing anything delivered first. Processing industries take those goods and turn them into new products that other industries and towns depend on. Once you see how these pieces link together, planning routes and keeping every industry running gets much easier.

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Industry Type

Raw Industries

13 items

Clay Pit

Extracts clay and can increase output when supplied with tools.

Production
1–16 Clay
Cargo Booster
Tools
Climates
Temperate, Dry

Coal Mine

Extracts coal for steel production and can be boosted with tools.

Production
1–16 Coal
Cargo Booster
Tools
Climates
Temperate, Dry, Tropical, Subarctic

Cotton Farm

Produces wool and can increase output when supplied with fertilizer.

Production
1–12 Wool
Cargo Booster
Fertilizer
Climates
Temperate, Tropical

Crop Farm

Grows grain and vegetables and can increase output with fertilizer.

Production
1–24 Grain + 1–16 Vegetables
Cargo Booster
Fertilizer
Climates
Temperate, Dry, Tropical, Subarctic

Fishing Grounds

Produces fish for towns or canning and can be boosted with tools.

Production
1–12 Fish
Cargo Booster
Tools
Climates
Temperate, Tropical, Subarctic

Iron Ore Mine

Extracts iron ore for steel production and can be boosted with machines.

Production
1–16 Iron Ore
Cargo Booster
Machines
Climates
Temperate, Dry, Tropical, Subarctic

Logging Camp

Harvests logs for sawmills and can be boosted with machines.

Production
1–8 Logs
Cargo Booster
Machines
Climates
Temperate, Dry, Tropical, Subarctic

Oil Platform

Extracts crude oil offshore and can be boosted with machines.

Production
1–4 Crude Oil
Cargo Booster
Machines
Climates
Temperate, Dry, Tropical, Subarctic

Oil Well

Extracts crude oil and can increase output when supplied with machines.

Production
1–6 Crude Oil
Cargo Booster
Machines
Climates
Temperate, Dry, Tropical, Subarctic

Quarry

Quarries stone and can be boosted with tools.

Production
1–16 Stone
Cargo Booster
Tools
Climates
Temperate, Dry, Tropical, Subarctic

Rubber Farm

Produces rubber and can increase output when supplied with fertilizer.

Production
1–32 Rubber
Cargo Booster
Fertilizer
Climates
Tropical

Sand Dredger

Excavates sand and can increase output when supplied with machines.

Production
1–8 Sand
Cargo Booster
Machines
Climates
Temperate, Tropical, Subarctic

Sand Pit

Produces sand and can increase output when supplied with tools.

Production
1–8 Sand
Cargo Booster
Tools
Climates
Temperate, Dry, Tropical, Subarctic

Industry Type

Processing Industries

19 items

Brewery

Turns grain and glass into beverages for commercial districts.

Production
8 Grain + 3 Glass → 8 Beverages
Cargo Booster
-
Climates
Temperate, Dry, Subarctic

Brickworks

Makes bricks from clay for industrial districts.

Production
4 Clay → 4 Bricks
Cargo Booster
-
Climates
Temperate, Dry

Canning Factory

Uses fish or meat with sheet metal to make canned food.

Production
2 Fish or 2 Meat + 1 Sheet Metal → 2 Canned Food
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Cement Plant

Turns quarried stone into cement for industrial districts.

Production
4 Stone → 2 Cement
Cargo Booster
-
Climates
Subarctic

Chemical Plant

Splits refinery chemicals into dyes and plastic for later production.

Production
6 Chemicals → 2 Dyes + 5 Plastic
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Furniture Factory

Combines planks and glass into furniture.

Production
4 Planks + 1 Glass → 2 Furniture
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Glassworks

Turns sand into glass for furniture and beverages.

Production
4 Sand → 2 Glass
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Livestock Farm

Feeds grain to livestock to produce meat and wool.

Production
8 Grain → 4 Meat + 5 Wool
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Machine Factory

Combines steel and plastic into machines for vehicle factories, towns and raw-industry boosts.

Production
7 Steel + 4 Plastic → 7 Machines
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Oil Refinery

Refines crude oil into fuel, fertilizer, and chemicals.

Production
4 Crude Oil → 2 Fuel + 1 Fertilizer + 4 Chemicals
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Paper Mill

Turns sawmill sawdust into paper for printing presses.

Production
4 Sawdust → 2 Paper
Cargo Booster
-
Climates
Subarctic

Printing Factory

Combines paper and dyes to produce books for commercial districts.

Production
4 Paper + 2 Dyes → 4 Books
Cargo Booster
-
Climates
Subarctic

Saw Mill

Turns logs into planks and sawdust for several production chains.

Production
4 Logs → 4 Sawdust + 8 Planks
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Steel Mill

Combines iron ore and coal into sheet metal and steel.

Production
6 Iron Ore + 6 Coal → 4 Sheet Metal + 3 Steel
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Textile Factory

Uses fabric and dyes to make clothes for commercial districts.

Production
4 Fabric + 2 Dyes → 3 Clothes
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Tire Factory

Turns rubber into tires for vehicle production.

Production
4 Rubber → 2 Tires
Cargo Booster
-
Climates
Tropical

Tools Factory

Combines planks and plastic into tools used by industries as a booster.

Production
4 Planks + 2 Plastic → 5 Tools
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Vehicle Factory

Assembles vehicles from tires, sheet metal, and machines.

Production
1 Tires + 4 Sheet Metal + 1 Machines → 1 Vehicles
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

Weaving Mill

Turns wool into fabric for textile factories.

Production
4 Wool → 4 Fabric
Cargo Booster
-
Climates
Temperate, Dry, Tropical, Subarctic

How Industry Chains Work in Transport Fever 3

Industries in Transport Fever 3 are linked into chains, where each step makes the goods that the next step needs. The game sorts cargo into raw materials, intermediate products, booster products and end products. Some types are used in more than one place, so a single cargo can be wanted by a town and also used to make something more complex.

Every chain starts with raw industries, and each step after that depends on the one before it. Processing industries carry those goods further along, and the finished products go to the industrial and commercial districts in towns that ask for them. That means a shortage early in a chain shows up everywhere downstream.

Raw Industries: Where Every Chain Starts

Raw industries are the mines, farms, quarries, pits, dredgers, fishing grounds, logging camps and oil sites of the game. Their output is shown as a range instead of a fixed recipe, because the amount they make isn't fixed.

Raw industries also grow with the land around them. When one is served well, it adds more plots, such as fields, plantations or mine shafts, to the nearby area. If that space gets blocked or you bulldoze existing plots to build something else, production is held back or drops, even when the transport connection is working. That's why it pays to leave room around a raw site from the start.

Processing Industries: Turning Raw Goods Into Products

Processing industries need goods delivered before they can start. Each one follows a recipe that shows what goes in and what comes out, such as a Glassworks turning sand into glass. These numbers describe a single production cycle, so they show the balance between inputs and outputs, not a guaranteed amount per year.

Some recipes make more than one product at once. A Saw Mill turns logs into both planks and sawdust, for example. Ingredients listed in the same recipe have to arrive together, but separate recipes are alternatives, so a Canning Factory can make canned food from fish with sheet metal or from meat with sheet metal.

Where the output goes depends on what it is. Intermediate products feed other factories, while end products go to towns. Industrial districts want things like cement, furniture and vehicles, and commercial districts want beverages, books, canned food and clothes. Clay from a Clay Pit, for example, goes to a Brickworks, which turns it into bricks.

Which Industries Matter Most in Transport Fever 3

A few industries sit where many chains meet, and those are the ones worth watching most closely. Their outputs feed several other industries, so a shortage there affects more than one chain. The Steel Mill is the clearest example, since it takes iron ore and coal and makes sheet metal and steel. Sheet metal goes to Canning Factories and Vehicle Factories, and steel goes on to Machine Factories.

The Oil Refinery is the other one to keep an eye on. Its fuel goes to industrial districts, and its chemicals go to Chemical Plants, which make the dyes and plastic that textile, printing, tools and machine factories need. Keeping these hubs supplied tends to make the rest of your network easier to run.

How to Boost Industries With Workers and Cargo

Every industry, processing or raw, can be boosted by workers. Connect a passenger route to it, and when enough workers arrive regularly, its overall output rises. When too few have arrived recently, the boost stops until the numbers pick up again. A stop placed nearby doesn't count on its own, since what matters is the workers actually reaching the industry.

Raw industries have a second boost that uses cargo, and processing industries rely on the worker boost alone. Delivering enough of the right booster cargo starts it. The boost then draws from the industry's input stock as it runs, and it stops once there aren't enough items left to keep going.

The three booster cargoes each serve a set of raw industries. Fertilizer boosts cotton farms, crop farms and rubber farms. Tools, made at the Tools Factory, boost clay pits, coal mines, fishing grounds, quarries and sand pits. Machines, made at the Machine Factory, boost logging camps, iron ore mines, oil platforms, oil wells and sand dredgers.

Worker and cargo boosts multiply together, so an industry with both running gets more out of each. Boosts are extras, though, not requirements. A crop farm still produces grain and vegetables without fertilizer, and the fertilizer simply raises that output.

How to Move Cargo Out of Industries

Goods don't leave an industry on their own. Everything it produces stays there until one of your vehicles picks it up on a line set to collect that cargo at or near the industry. Where the cargo goes is up to you, so the same output can serve a town or another factory depending on how you run your network.

If goods aren't collected and the output stock reaches its limit, production keeps going, but the extra goods are destroyed. A waiting pile shows above the industry, which makes a backlog easy to spot. Keeping pickups running is what stops that pile from growing.

The industry window shows the supplier and consumer lists for each industry, and expanding its stocks shows possible sources and destinations. Links in active use are animated while the rest stay static, so you can see which connections are really working. The cargo layer gives a map-wide view of yearly supply and demand, which is handy when you're planning connections.

Where Industries Appear and When They Close

Climate decides which industries you'll find on a map. The Cement Plant only appears in subarctic climates, the Paper Mill and Printing Factory only in subarctic too, and the Tire Factory and Rubber Farm only in tropical climates. Industries such as the Steel Mill and Sand Pit show up in all four climates.

Not every industry is there at the start of a map. New ones spawn over time, either when demand grows high enough or when a town asks for a cargo type for the first time. As towns grow, their needs become more complex, so the chains serving them grow with them.

Industries can also be abandoned, as long as industry closure is turned on. An unused industry is marked for closing if nothing has been produced, consumed or shipped from it for 10 years, and it isn't owned by you. You'll get a notification, followed by a 730-day countdown shown above the industry. If it starts producing or shipping again before the countdown ends, it stays and the countdown stops.

What to Check When an Industry Stops Producing

When an industry slows down or stops, work through the same checks in order. Start with missing ingredients, since an industry with an empty input stock has nothing to work with. Next, look at boost deliveries, worker arrivals and the space around raw sites.

Transport and demand decide what your network can actually move. So if output keeps piling up, the problem is more likely on the way out than inside the industry. Checking the pickup lines first will save you a lot of guesswork.

FAQ

Q.

Where does wool come from in Transport Fever 3?

Wool comes from two places. Cotton Farms produce it directly, and Livestock Farms make it too, turning grain into meat and wool. Wool goes to the Weaving Mill, which turns it into fabric for textile factories to use.

Q.

What's the difference between a Sand Pit and a Sand Dredger?

Both produce sand, and the same range of it. The difference is where they work, since the Sand Pit appears in all four climates while the Sand Dredger doesn't show up in dry climates.

Q.

What's the difference between an Oil Well and an Oil Platform?

Both produce crude oil, but they work in different spots and at different rates. The Oil Platform extracts crude oil offshore, while the Oil Well has the higher top output of the two.

Q.

What does a Vehicle Factory need to make vehicles?

A Vehicle Factory needs tires, sheet metal and machines, all delivered together. Tires come from a Tire Factory, which turns rubber into tires, so rubber is the starting point for that part of the chain.

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  • CargoEvery Transport Fever 3 cargo type by handling group and role, with who makes it, who uses it, and how raw materials become the finished goods towns need.
  • 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.
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