Four changes from Transport Fever 2
- Industries hold their own stock. The industry window shows input and output stocks plus supplier and consumer lists; a line has to carry the cargo to a consumer that uses it.
- Line-to-line transfers need a warehouse in the catchment area of the stations. The manual states this directly; a shared platform is not enough.
- Storage is specialized. Liquid, Bulk, Flatbed and Goods modules each hold one cargo type, load faster and freeze the delivery timer.
- Delivery time affects the town, not the payment. Late cargo still earns full income but lowers the town’s Delivery rating.
Sources: TF3 manual · Industries and Cargo · TF3 manual · Tips and Tricks · TF3 manual · Warehouses · TF3 manual · Towns
The five warehouse types
A warehouse belongs to no line. Every vehicle stopping at a station whose catchment covers it can unload into it or load from it. Factories and town buildings cannot reach its contents.
| Warehouse | Stores | Advantage | Limit |
|---|---|---|---|
| Universal | Any mix of all 36 cargo types | Cost-efficient generic storage | No delivery-timer freeze and no specialized loading bonus |
| Liquid | Chemicals, Crude Oil, Dyes, Fuel, Rubber | Freezes the delivery timer; faster loading and unloading | One cargo type per module |
| Bulk | Cement, Clay, Coal, Fertilizer, Grain, Iron Ore, Sand, Sawdust, Stone | Freezes the delivery timer; faster loading and unloading | One cargo type per module |
| Flatbed | Logs, Machines, Planks, Sheet Metal, Steel, Vehicles | Freezes the delivery timer; faster loading and unloading | One cargo type per module |
| Goods | Beverages, Books, Bricks, Canned Food, Clothes, Fabric, Fish, Furniture, Glass, Meat, Paper, Plastic, Tires, Tools, Vegetables, Wool | Freezes the delivery timer; faster loading and unloading | One cargo type per module |
Sources: TF3 manual · Warehouses · TF3 manual · Industries and Cargo
Which warehouse each of the 36 cargo types needs
The specialization below is the official cargo category. Use the same category for the warehouse module, the terminal and the vehicle: the manual says matching specializations load faster and mismatches load slower.
| Cargo | Warehouse / vehicle specialization | Role | Town demand |
|---|---|---|---|
| Beverages | Goods | End Product | Town Shops |
| Books | Goods | End Product | Town Shops |
| Bricks | Goods | End Product | Town Industry |
| Canned Food | Goods | End Product | Town Shops |
| Cement | Bulk | End Product | Town Industry |
| Chemicals | Liquid | Intermediate Product | — |
| Clay | Bulk | Raw Material | — |
| Clothes | Goods | End Product | Town Shops |
| Coal | Bulk | Raw Material | — |
| Crude Oil | Liquid | Raw Material | — |
| Dyes | Liquid | Intermediate Product | — |
| Fabric | Goods | Intermediate Product | — |
| Fertilizer | Bulk | Booster Product | — |
| Fish | Goods | Raw Material | Town Shops |
| Fuel | Liquid | End Product | Town Industry |
| Furniture | Goods | End Product | Town Industry |
| Glass | Goods | Intermediate Product | — |
| Grain | Bulk | Raw Material | — |
| Iron Ore | Bulk | Raw Material | — |
| Logs | Flatbed | Raw Material | — |
| Machines | Flatbed | Booster Product | Town Industry |
| Meat | Goods | Raw Material | Town Shops |
| Paper | Goods | Intermediate Product | — |
| Planks | Flatbed | Intermediate Product | Town Industry |
| Plastic | Goods | Intermediate Product | — |
| Rubber | Liquid | Raw Material | — |
| Sand | Bulk | Raw Material | — |
| Sawdust | Bulk | Intermediate Product | — |
| Sheet Metal | Flatbed | Intermediate Product | — |
| Steel | Flatbed | Intermediate Product | — |
| Stone | Bulk | Raw Material | — |
| Tires | Goods | Intermediate Product | — |
| Tools | Goods | Booster Product | Town Industry |
| Vegetables | Goods | End Product | Town Shops |
| Vehicles | Flatbed | End Product | Town Industry |
| Wool | Goods | Raw Material | — |
Sources: TF3 manual · Industries and Cargo · TF3 manual · Lines and Vehicles
Set up a truck-to-train transfer
- Place the truck stop and the cargo station so that their catchment areas overlap.
- Build the warehouse inside that overlap. It needs no road access.
- Add one specialized module per cargo type and choose the cargo icon, for example a Flatbed module set to Logs.
- Line 1: trucks from the Logging Camp to the truck stop. They unload into the warehouse.
- Line 2: a train from the cargo station to a station whose catchment covers the Saw Mill. It loads from the warehouse.
- Open the warehouse’s Stocks view. Stock should rise as trucks arrive and fall as the train leaves; each row also shows the average remaining delivery time.
Routebook setup sequence based on the manual’s warehouse, station and line rules.
Sources: TF3 manual · Warehouses · TF3 manual · Tips and Tricks · TF3 manual · Lines and Vehicles
Delivery timers and the Delivery rating
Each cargo item carries a delivery limit. According to the town manual, delayed cargo still provides the full income, but the on-time Delivery rating drops, and the weakest of the six authority ratings sets the town’s growth multiplier. Use the cargo satisfaction layer to find where cargo passes its limit.
Specialized warehouse modules freeze the delivery timer while cargo is stored, so a long two-leg route loses less time in storage than in a Universal warehouse. Each module also has a discard button for stale stock.
Sources: TF3 manual · Towns · TF3 manual · Warehouses
Faster loading and less overloading
- Match specializations. Vehicle, terminal and warehouse specializations that match give a loading-speed bonus.
- Make platforms at least as long as the train. A shorter platform slows loading and unloading, and the game shows a warning.
- Enable alternative terminals for busy stops so several vehicles of one line can load at once.
- Use pickup filters so a line stops loading cargo it has no destination for.
- Add vehicles only after the warehouse and both legs are moving stock. Extra vehicles cannot fix a missing onward line.
Sources: TF3 manual · Lines and Vehicles · TF3 manual · Tips and Tricks
When cargo still will not transfer
| What you see | What to check |
|---|---|
| Trucks arrive full and leave full | Is a warehouse inside the catchment of this stop, with a module set to this cargo? |
| Stock builds in the warehouse and never leaves | The onward line: does it stop at a station covering the warehouse, and does its vehicle carry this specialization? |
| Two cargo types, one Liquid module | A specialized module holds one type. Crude Oil and Fuel need two modules. |
| Cargo reaches the town but is not accepted | The district’s current demand: Town Shops and Town Industry want different cargo. |
| Cargo arrives late | The cargo satisfaction layer; switch the storage to a specialized module to freeze its timer. |
- Warehouse inspection checklist
- Fix “a cargo type cannot be unloaded anywhere”
- All 32 industry recipes and the chain explorer
Sources: TF3 manual · Warehouses · TF3 manual · Towns
Where this answer comes from
Checked 2026-10-14. Each claim links to the published material it comes from. Inspection sequences are Routebook’s editorial suggestions.
- TF3 manual · Industries and Cargo Official wiki
- TF3 manual · Tips and Tricks Official wiki
- TF3 manual · Warehouses Official wiki
- TF3 manual · Towns Official wiki
- TF3 manual · Lines and Vehicles Official wiki