Production chain explorer
Choose a climate to hide industries that never spawn on that map type, a tier to see one production stage, or a town cargo to list every industry upstream of it. Each card shows the per-cycle recipe, the booster input for raw producers and the warehouse type each cargo leg needs when it changes lines.
32 industries
Logging Camp
No input → up to 8 Logs per cycle
- Booster input
- 15 Machines
- Outbound warehouse
- Logs: Flatbed
- Ships to
- Logs → Saw Mill
Source check: The manual’s industry table leaves the booster column empty, but its cargo table lists Logging Camp as a Machines consumer.
Sand Dredger manual: Sand Excavator
No input → up to 8 Sand per cycle
- Booster input
- 15 Machines
- Outbound warehouse
- Sand: Bulk
- Ships to
- Sand → Glassworks
Sand Pit
No input → up to 8 Sand per cycle
- Booster input
- 12 Tools
- Outbound warehouse
- Sand: Bulk
- Ships to
- Sand → Glassworks
Crop Farm manual: Farm
No input → up to 16 Vegetables + 24 Grain per cycle
- Booster input
- 17 Fertilizer
- Outbound warehouse
- Vegetables: Goods · Grain: Bulk
- Ships to
- Vegetables → Town Shops · Grain → Livestock Farm, Brewery
Vegetables go straight to Town Shops; Grain feeds the Livestock Farm and Brewery.
Cotton Farm
No input → up to 12 Wool per cycle
- Booster input
- 17 Fertilizer
- Outbound warehouse
- Wool: Goods
- Ships to
- Wool → Weaving Mill
Fishing Grounds
No input → up to 12 Fish per cycle
- Booster input
- 12 Tools
- Outbound warehouse
- Fish: Goods
- Ships to
- Fish → Canning Factory, Town Shops
Fish can go straight to Town Shops or to a Canning Factory.
Iron Ore Mine
No input → up to 16 Iron Ore per cycle
- Booster input
- 15 Machines
- Outbound warehouse
- Iron Ore: Bulk
- Ships to
- Iron Ore → Steel Mill
Source check: The manual’s industry table leaves the booster column empty, but its cargo table lists Iron Ore Mine as a Machines consumer.
Coal Mine
No input → up to 16 Coal per cycle
- Booster input
- 13 Tools
- Outbound warehouse
- Coal: Bulk
- Ships to
- Coal → Steel Mill
Oil Platform
No input → up to 4 Crude Oil per cycle
- Booster input
- Tools (amount not published)
- Outbound warehouse
- Crude Oil: Liquid
- Ships to
- Crude Oil → Oil Refinery
Offshore: the first leg needs a ship that carries Liquid cargo.
Source check: Booster: the manual lists Tools in both of its tables; GameWatcher’s game-file reading lists 12 Machines.
Oil Well
No input → up to 6 Crude Oil per cycle
- Booster input
- 15 Machines
- Outbound warehouse
- Crude Oil: Liquid
- Ships to
- Crude Oil → Oil Refinery
Rubber Farm
No input → up to 32 Rubber per cycle
- Booster input
- 17 Fertilizer
- Outbound warehouse
- Rubber: Liquid
- Ships to
- Rubber → Tire Factory
Clay Pit
No input → up to 16 Clay per cycle
- Booster input
- 12 Tools
- Outbound warehouse
- Clay: Bulk
- Ships to
- Clay → Brickworks
Quarry
No input → up to 16 Stone per cycle
- Booster input
- 12 Tools
- Outbound warehouse
- Stone: Bulk
- Ships to
- Stone → Cement Plant
The manual marks the Dry climate in parentheses for the Quarry, so expect fewer of them on Dry maps.
Saw Mill
4 Logs → 8 Planks + 4 Sawdust
- Inbound warehouse
- Logs: Flatbed
- Outbound warehouse
- Planks: Flatbed · Sawdust: Bulk
- Ships to
- Planks → Furniture Factory, Tools Factory, Town Industry · Sawdust → Paper Mill
Glassworks manual: Glass Works
4 Sand → 2 Glass
- Inbound warehouse
- Sand: Bulk
- Outbound warehouse
- Glass: Goods
- Ships to
- Glass → Furniture Factory, Brewery
Livestock Farm
7 Grain → 3 Meat + 4 Wool
- Inbound warehouse
- Grain: Bulk
- Outbound warehouse
- Meat: Goods · Wool: Goods
- Ships to
- Meat → Canning Factory, Town Shops · Wool → Weaving Mill
Source check: Recipe: the manual lists 7 Grain → 3 Meat + 4 Wool; GameWatcher’s game-file reading lists 8 Grain → 4 Meat + 5 Wool. Check the industry window in your build.
Steel Mill
6 Iron Ore + 6 Coal → 3 Steel + 4 Sheet Metal
- Inbound warehouse
- Iron Ore: Bulk · Coal: Bulk
- Outbound warehouse
- Steel: Flatbed · Sheet Metal: Flatbed
- Ships to
- Steel → Machine Factory · Sheet Metal → Canning Factory, Vehicle Factory
Oil Refinery
4 Crude Oil → 2 Fuel + 1 Fertilizer + 4 Chemicals
- Inbound warehouse
- Crude Oil: Liquid
- Outbound warehouse
- Fuel: Liquid · Fertilizer: Bulk · Chemicals: Liquid
- Ships to
- Fuel → Town Industry · Fertilizer → Crop Farm (booster), Cotton Farm (booster), Rubber Farm (booster) · Chemicals → Chemical Plant
Three outputs from one input: Fuel for Town Industry, Fertilizer back to farms, Chemicals to the Chemical Plant.
Tire Factory
4 Rubber → 2 Tires
- Inbound warehouse
- Rubber: Liquid
- Outbound warehouse
- Tires: Goods
- Ships to
- Tires → Vehicle Factory
Brickworks manual: Brick Works
4 Clay → 4 Bricks
- Inbound warehouse
- Clay: Bulk
- Outbound warehouse
- Bricks: Goods
- Ships to
- Bricks → Town Industry
Cement Plant
4 Stone → 2 Cement
- Inbound warehouse
- Stone: Bulk
- Outbound warehouse
- Cement: Bulk
- Ships to
- Cement → Town Industry
Source check: Climate: the manual marks Tropical and Subarctic; GameWatcher lists Subarctic only.
Paper Mill
4 Sawdust → 2 Paper
- Inbound warehouse
- Sawdust: Bulk
- Outbound warehouse
- Paper: Goods
- Ships to
- Paper → Printing Factory
Furniture Factory
4 Planks + 1 Glass → 2 Furniture
- Inbound warehouse
- Planks: Flatbed · Glass: Goods
- Outbound warehouse
- Furniture: Goods
- Ships to
- Furniture → Town Industry
Brewery
8 Grain + 3 Glass → 8 Beverages
- Inbound warehouse
- Grain: Bulk · Glass: Goods
- Outbound warehouse
- Beverages: Goods
- Ships to
- Beverages → Town Shops
Weaving Mill
4 Wool → 4 Fabric
- Inbound warehouse
- Wool: Goods
- Outbound warehouse
- Fabric: Goods
- Ships to
- Fabric → Textile Factory
Canning Factory manual: Food Factory
2 Fish or 2 Meat + 1 Sheet Metal → 2 Canned Food
- Inbound warehouse
- Fish: Goods · Meat: Goods · Sheet Metal: Flatbed
- Outbound warehouse
- Canned Food: Goods
- Ships to
- Canned Food → Town Shops
Either 2 Fish or 2 Meat fills the food slot; 1 Sheet Metal is always required.
Chemical Plant
6 Chemicals → 2 Dyes + 5 Plastic
- Inbound warehouse
- Chemicals: Liquid
- Outbound warehouse
- Dyes: Liquid · Plastic: Goods
- Ships to
- Dyes → Printing Factory, Textile Factory · Plastic → Tools Factory, Machine Factory
Printing Factory manual: Printing Press
4 Paper + 2 Dyes → 4 Books
- Inbound warehouse
- Paper: Goods · Dyes: Liquid
- Outbound warehouse
- Books: Goods
- Ships to
- Books → Town Shops
Tools Factory manual: Tool Factory
4 Planks + 2 Plastic → 5 Tools
- Inbound warehouse
- Planks: Flatbed · Plastic: Goods
- Outbound warehouse
- Tools: Goods
- Ships to
- Tools → Sand Pit (booster), Fishing Grounds (booster), Coal Mine (booster), Oil Platform (booster), Clay Pit (booster), Quarry (booster), Town Industry
Tools serve Town Industry and boost six raw producers.
Machine Factory
7 Steel + 4 Plastic → 7 Machines
- Inbound warehouse
- Steel: Flatbed · Plastic: Goods
- Outbound warehouse
- Machines: Flatbed
- Ships to
- Machines → Vehicle Factory, Logging Camp (booster), Sand Dredger (booster), Iron Ore Mine (booster), Oil Well (booster), Town Industry
Machines serve Town Industry and the Vehicle Factory, and boost four raw producers.
Textile Factory
4 Fabric + 2 Dyes → 3 Clothes
- Inbound warehouse
- Fabric: Goods · Dyes: Liquid
- Outbound warehouse
- Clothes: Goods
- Ships to
- Clothes → Town Shops
Vehicle Factory
1 Tires + 4 Sheet Metal + 1 Machines → 1 Vehicles
- Inbound warehouse
- Tires: Goods · Sheet Metal: Flatbed · Machines: Flatbed
- Outbound warehouse
- Vehicles: Flatbed
- Ships to
- Vehicles → Town Industry
Both sources list Tires as an input in every climate, but list Rubber Farm and Tire Factory only for Tropic maps.
No industry matches these filters.
This tier has no industry in that climate, or it is not part of the selected chain.
Sources: TF3 manual · Industries and Cargo · GameWatcher · TF3 production chains · TF3 manual · Warehouses
All 13 raw producers: output, boosters and climates
Raw producers need no delivered input. Output is a per-cycle maximum: the manual writes each as a range, such as 1–16 Coal, because production depends on how well the industry is served. Delivering the listed booster cargo raises production. The manual says only raw producers take cargo boosters; every industry can also be boosted by delivering workers.
| Raw producer | Max output per cycle | Booster input | Climates |
|---|---|---|---|
| Logging Camp | 8 Logs | 15 Machines | All 4 climates |
| Sand Dredger (manual: Sand Excavator) | 8 Sand | 15 Machines | Temperate, Subarctic, Tropic |
| Sand Pit | 8 Sand | 12 Tools | All 4 climates |
| Crop Farm (manual: Farm) | 16 Vegetables + 24 Grain | 17 Fertilizer | All 4 climates |
| Cotton Farm | 12 Wool | 17 Fertilizer | Temperate, Tropic |
| Fishing Grounds | 12 Fish | 12 Tools | Temperate, Subarctic, Tropic |
| Iron Ore Mine | 16 Iron Ore | 15 Machines | All 4 climates |
| Coal Mine | 16 Coal | 13 Tools | All 4 climates |
| Oil Platform | 4 Crude Oil | Tools (amount not published) | All 4 climates |
| Oil Well | 6 Crude Oil | 15 Machines | All 4 climates |
| Rubber Farm | 32 Rubber | 17 Fertilizer | Tropic |
| Clay Pit | 16 Clay | 12 Tools | Temperate, Dry |
| Quarry | 16 Stone | 12 Tools | All 4 climates |
Booster amounts come from GameWatcher’s reading of the game’s industry files. The manual names each booster cargo but gives no amount.
Sources: TF3 manual · Industries and Cargo · TF3 manual · Tips and Tricks · GameWatcher · TF3 production chains
All 19 processing recipes: exact input/output ratios
Processing plants only produce while every input slot is stocked. Several of them make co-products: the Saw Mill makes Planks and Sawdust, and the Oil Refinery makes Fuel, Fertilizer and Chemicals from the same Crude Oil. Plan a consumer for each co-product, or that stock will simply accumulate.
| Industry | Tier | Inputs per cycle | Outputs per cycle | Climates |
|---|---|---|---|---|
| Saw Mill | Primary | 4 Logs | 8 Planks + 4 Sawdust | All 4 climates |
| Glassworks (manual: Glass Works) | Primary | 4 Sand | 2 Glass | All 4 climates |
| Livestock Farm | Primary | 7 Grain | 3 Meat + 4 Wool | All 4 climates |
| Steel Mill | Primary | 6 Iron Ore + 6 Coal | 3 Steel + 4 Sheet Metal | All 4 climates |
| Oil Refinery | Primary | 4 Crude Oil | 2 Fuel + 1 Fertilizer + 4 Chemicals | All 4 climates |
| Tire Factory | Primary | 4 Rubber | 2 Tires | Tropic |
| Brickworks (manual: Brick Works) | Primary | 4 Clay | 4 Bricks | Temperate, Dry |
| Cement Plant | Primary | 4 Stone | 2 Cement | Subarctic, Tropic |
| Paper Mill | Secondary | 4 Sawdust | 2 Paper | Subarctic |
| Furniture Factory | Secondary | 4 Planks + 1 Glass | 2 Furniture | All 4 climates |
| Brewery | Secondary | 8 Grain + 3 Glass | 8 Beverages | Temperate, Dry, Subarctic |
| Weaving Mill | Secondary | 4 Wool | 4 Fabric | All 4 climates |
| Canning Factory (manual: Food Factory) | Secondary | 2 Fish or 2 Meat + 1 Sheet Metal | 2 Canned Food | All 4 climates |
| Chemical Plant | Secondary | 6 Chemicals | 2 Dyes + 5 Plastic | All 4 climates |
| Printing Factory (manual: Printing Press) | Manufacturing | 4 Paper + 2 Dyes | 4 Books | Subarctic |
| Tools Factory (manual: Tool Factory) | Manufacturing | 4 Planks + 2 Plastic | 5 Tools | All 4 climates |
| Machine Factory | Manufacturing | 7 Steel + 4 Plastic | 7 Machines | All 4 climates |
| Textile Factory | Manufacturing | 4 Fabric + 2 Dyes | 3 Clothes | All 4 climates |
| Vehicle Factory | Assembly | 1 Tires + 4 Sheet Metal + 1 Machines | 1 Vehicles | All 4 climates |
Sources: TF3 manual · Industries and Cargo · GameWatcher · TF3 production chains
How much raw material one batch needs
Recipes are per production cycle, so they fix proportions rather than tonnes per year; neither source publishes cycle duration. The table follows each recipe back to raw cargo. Co-products made along the way are listed separately and not deducted, so the raw figure is what a single-purpose chain must supply.
| Batch | Raw input | Co-products made on the way |
|---|---|---|
| 2 Canned Food | 2 Fish + 1.5 Iron Ore + 1.5 Coal | 0.75 Steel |
| 2 Furniture | 2 Logs + 2 Sand | 2 Sawdust |
| 5 Tools | 2 Logs + 2.4 Crude Oil | 2 Sawdust + 0.8 Dyes + 1.2 Fuel + 0.6 Fertilizer |
| 7 Machines | 14 Iron Ore + 14 Coal + 4.8 Crude Oil | 9.33 Sheet Metal + 1.6 Dyes + 2.4 Fuel + 1.2 Fertilizer |
| 3 Clothes | 4 Wool + 6 Crude Oil | 5 Plastic + 3 Fuel + 1.5 Fertilizer |
| 4 Books | 8 Logs + 6 Crude Oil | 16 Planks + 5 Plastic + 3 Fuel + 1.5 Fertilizer |
| 1 Vehicles | 2 Rubber + 8 Iron Ore + 8 Coal + 0.69 Crude Oil | 3 Steel + 1.33 Sheet Metal + 0.23 Dyes + 0.34 Fuel + 0.17 Fertilizer |
Calculated by Routebook from the recipes above. Canned Food uses the Fish option and Clothes uses Cotton Farm Wool; Meat or Livestock Wool changes the raw input.
Sources: TF3 manual · Industries and Cargo
Climate-exclusive industries
Four map climates decide which industries can appear. A missing producer breaks every chain that depends on it, so check the climate before you plan a long chain.
| Climate | Industries that do not appear | Town cargo without a complete local chain |
|---|---|---|
| Temperate | Rubber Farm, Tire Factory, Cement Plant, Paper Mill, Printing Factory | Books, Cement, Vehicles |
| Dry | Sand Dredger, Cotton Farm, Fishing Grounds, Rubber Farm, Tire Factory, Cement Plant, Paper Mill, Printing Factory | Books, Cement, Fish, Vehicles |
| Subarctic | Cotton Farm, Rubber Farm, Clay Pit, Tire Factory, Brickworks | Bricks, Vehicles |
| Tropic | Clay Pit, Brickworks, Paper Mill, Brewery, Printing Factory | Beverages, Books, Bricks |
The manual marks the Quarry’s Dry entry in parentheses. Both sources list Rubber Farm and Tire Factory only for Tropic maps, while the Vehicle Factory needs Tires everywhere.
Sources: TF3 manual · Industries and Cargo · GameWatcher · TF3 production chains
Where the two sources disagree
The official manual and GameWatcher’s game-file table agree on most numbers. Where they differ, Routebook shows the manual value and keeps the other reading visible. The industry window in your own save is the final check, because a patch can change a recipe.
- Logging Camp: The manual’s industry table leaves the booster column empty, but its cargo table lists Logging Camp as a Machines consumer.
- Iron Ore Mine: The manual’s industry table leaves the booster column empty, but its cargo table lists Iron Ore Mine as a Machines consumer.
- Oil Platform: Booster: the manual lists Tools in both of its tables; GameWatcher’s game-file reading lists 12 Machines.
- Livestock Farm: Recipe: the manual lists 7 Grain → 3 Meat + 4 Wool; GameWatcher’s game-file reading lists 8 Grain → 4 Meat + 5 Wool. Check the industry window in your build.
- Cement Plant: Climate: the manual marks Tropical and Subarctic; GameWatcher lists Subarctic only.
Sources: TF3 manual · Industries and Cargo · GameWatcher · TF3 production chains
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
- GameWatcher · TF3 production chains Independent data table read from the game files · checked 14 Oct 2026
- TF3 manual · Warehouses Official wiki
- TF3 manual · Tips and Tricks Official wiki