TRANSPORT FEVER 3INDEPENDENT WIKI · OPERATIONS ATLASLaunch · Sep 29

Start

Transport Fever 3 Wiki/Is Transport Fever 3 multiplayer?/multiplayerPlan your first network/guides/first-networkPlanning mistakes to avoid/guides/common-mistakesRelease date & launch guide/release-dateYour first transport network/beginner-guideWhat is new in Transport Fever 3?/featuresPlatforms & stores/platformsStandard, Deluxe & Collector’s editions/editionsPreorder guide/preorderWhat is in the preorder pack?/preorder-bonusSystem requirements/system-requirements

Systems

Wiki index/wikiGuides for every stage of your network/guidesNetwork operations/networksCity operations & growth/citiesMaps & environments/maps

Tools

Planning tools/tools

Sources

Source ledger/sourcesAbout this wiki/aboutCorrections/corrections

Release

Release updates/updates

Networks

Rail line priority/networks/line-priorityWaypoints and route control/networks/waypointsUnderground trams and tram-trains/networks/underground-tram

Cargo

Designing a logistics hub/cargo/logistics-hubs

Cities

Municipal regions and local effects/cities/municipal-regionsPassenger satisfaction/cities/satisfactionThe city delivery rating/cities/deliveryNoise and station placement/cities/noisePollution across the city region/cities/pollution

Modes

Headquarters placement and upgrades/tycoon/headquartersDifficulty and simulation settings/tycoon/difficultyMod browser and mod.io/mods/mod-browserInstalling and managing mods/mods/installCross-platform mods/mods/cross-platformMod compatibility checks/mods/compatibilityModel Editor and creation tools/mods/model-editorAdapting Transport Fever 2 mods/mods/transport-fever-2-conversionA mod troubleshooting checklist/mods/troubleshooting
Modes / Field manual

Model Editor and creation tools

Official developer material describes Model Editor support for testing vehicle and effect configurations, alongside improved construction scripting.

Official systemsSources checked September 25, 2026Pre-release guide
Map editor terrain tools and configuration
Map editor terrain tools and configuration · Official pre-release image ↗
The confirmed picture

What we know

Cargo effects can be configured and tested in the Model Editor. ↗

Construction scripts can be updated live without restarting the game. ↗

The broader modding system supports script-defined vehicle and passenger lanes. ↗

Operations schematicConceptual

Choose the mode around the journey

Road & tramStreet and terminal access
RailTrack and station planning
WaterPier and inland transfer
AirAirport and ground connection
Planning questions for supported modes; no invented ranking or cost values.
From information to action

How to approach the decision

Editorial planning advice based on the confirmed systems above.

  1. Prepare source assets and usage rights before importing.
  2. Keep visual testing separate from verifying gameplay values.
  3. Use official release documentation for exact format and export requirements.

A mistake to avoid

TF2 file compatibility and a remembered export workflow are not substitutes for checking TF3 tooling.

Verify at launch

What still needs live data

Exact numerical values, release-build menus and reproducible gameplay tests will be added only after verification.

Exact values and operating advice are added after testing against a recorded game build. Check the source date before relying on a number.

Put it to work

network checklist

Use your own scenario values. No guessed TF3 presets.

Open tool

Official sources

Industries & Cargo dev blogInfrastructure dev blog

Source verification: September 25, 2026. Evidence policy and source ledger.