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Diagram of an industrial factory, storage tank, connected pipes and outbound freight train.
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Transport Fever 3 Industry List

Quick Answer

Use this 32-facility directory to identify raw and processing industries, their inputs and outputs, climate availability and listed cargo boosters. Production troubleshooting belongs in the Industries guide.

The Transport Fever 3 industry list contains 32 Free Game facilities. Use the tables below to identify each facility's production rule, listed cargo booster, and available climates before choosing a supply connection. The catalog includes raw-material sites, processing facilities, and factories making goods for towns. Campaigns can contain special industries outside this list.

Production rules show relative inputs and outputs, not a promise of annual throughput. A facility's actual yearly production depends on its state and operating conditions. A climate entry also does not guarantee that the industry is already present on a newly generated map: demand and town development affect which industries appear.

Read the production and climate columns

For a processing rule, + means the inputs are required together, while or identifies an alternative input. Outputs separated by + are products of the same rule, so check all of them rather than ignoring a secondary product.

For raw facilities, the displayed output range is preserved as a range. Do not interpret its upper value as a fixed number produced by every instance of that industry. Raw sites can expand their plots when well served, and blocked or removed plots can limit their production.

The booster column records the cargo booster listed for that facility. Not listed means the catalog does not name a cargo booster; it is not a claim that passenger workers have no effect. Worker connections are a separate production boost and are covered in the industry-workers guide.

Climates are spelled out as Temperate, Dry, Tropical, and Subarctic. Where a climate is absent, do not plan that vanilla facility as a normal industry in that climate. The Quarry's Dry entry is specially marked in the available table and is preserved with that qualification rather than silently converted into unconditional availability.

Industry production window

Raw-material facilities

These facilities supply raw cargo without requiring a regular processing input. Their listed booster goods improve production when supplied sufficiently; they are distinct from the materials produced by the site.

FacilityDisplayed output ruleListed cargo boosterClimates
Clay Pit1–16 ClayToolsTemperate, Dry
Coal Mine1–16 CoalToolsTemperate, Dry, Tropical, Subarctic
Cotton Farm1–12 WoolFertilizerTemperate, Tropical
Crop Farm1–24 Grain + 1–16 VegetablesFertilizerTemperate, Dry, Tropical, Subarctic
Fishing Grounds1–12 FishToolsTemperate, Tropical, Subarctic
Iron Ore Mine1–16 Iron OreNot listedTemperate, Dry, Tropical, Subarctic
Logging Camp1–8 LogsNot listedTemperate, Dry, Tropical, Subarctic
Oil Platform1–4 Crude OilToolsTemperate, Dry, Tropical, Subarctic
Oil Well1–6 Crude OilMachinesTemperate, Dry, Tropical, Subarctic
Quarry1–16 StoneToolsTemperate, Tropical, Subarctic; Dry marked (✓)
Rubber Farm1–32 RubberFertilizerTropical only
Sand Excavator1–8 SandMachinesTemperate, Tropical, Subarctic
Sand Pit1–8 SandToolsTemperate, Dry, Tropical, Subarctic

Two facilities can supply the same cargo while accepting different boosters. An Oil Platform and Oil Well both produce Crude Oil, but their listed boosters are Tools and Machines respectively. Likewise, a Sand Excavator lists Machines while a Sand Pit lists Tools. Match the booster to the facility instead of choosing it only from the output cargo's name.

The Crop Farm supplies both Grain and Vegetables. Grain serves the production network, while Vegetables can be demanded by commercial districts. These are separate uses of that farm's output, so a farm connection should be chosen according to the cargo the destination actually accepts.

Wool can come from a Cotton Farm as well as a Livestock Farm. The Cotton Farm is listed in Temperate and Tropical climates, while the Livestock Farm appears across all four. When planning fabric production outside the Cotton Farm's climates, check the alternative supplier instead of assuming the weaving chain is unavailable.

Fishing Grounds are absent from the Dry column. Rubber Farms are Tropical-only. These distinctions matter before you invest in downstream facilities: a world with plentiful water or open farmland still needs the appropriate climate and actual source industry for the planned cargo.

Processing facilities and factories

These rules identify the inputs required to produce each output. Multiple inputs must reach the same working facility. A source elsewhere on the map does not satisfy a recipe merely by existing.

FacilityInputs and outputsListed cargo boosterClimates
Brewery8 Grain + 3 Glass → 8 BeveragesNot listedTemperate, Dry, Subarctic
Brick Works4 Clay → 4 BricksNot listedTemperate, Dry
Cement Plant4 Stone → 2 CementNot listedTropical, Subarctic
Chemical Plant6 Chemicals → 2 Dyes + 5 PlasticNot listedTemperate, Dry, Tropical, Subarctic
Canning Factory(2 Fish or 2 Meat) + 1 Sheet Metal → 2 Canned FoodNot listedTemperate, Dry, Tropical, Subarctic
Furniture Factory4 Planks + 1 Glass → 2 FurnitureMachinesTemperate, Dry, Tropical, Subarctic
Glass Works4 Sand → 2 GlassNot listedTemperate, Dry, Tropical, Subarctic
Livestock Farm7 Grain → 3 Meat + 4 WoolMachinesTemperate, Dry, Tropical, Subarctic
Machine Factory7 Steel + 4 Plastic → 7 MachinesNot listedTemperate, Dry, Tropical, Subarctic
Oil Refinery4 Crude Oil → 2 Fuel + 1 Fertilizer + 4 ChemicalsNot listedTemperate, Dry, Tropical, Subarctic
Paper Mill4 Sawdust → 2 PaperNot listedSubarctic only
Printing Press4 Paper + 2 Dyes → 4 BooksNot listedSubarctic only
Saw Mill4 Logs → 4 Sawdust + 8 PlanksNot listedTemperate, Dry, Tropical, Subarctic
Steel Mill6 Iron Ore + 6 Coal → 4 Sheet Metal + 3 SteelNot listedTemperate, Dry, Tropical, Subarctic
Textile Factory4 Fabric + 2 Dyes → 3 ClothesNot listedTemperate, Dry, Tropical, Subarctic
Tire Factory4 Rubber → 2 TiresNot listedTropical only
Tool Factory4 Planks + 2 Plastic → 5 ToolsNot listedTemperate, Dry, Tropical, Subarctic
Vehicle Factory1 Tires + 4 Sheet Metal + 1 Machines → 1 VehiclesNot listedTemperate, Dry, Tropical, Subarctic
Weaving Mill4 Wool → 4 FabricNot listedTemperate, Dry, Tropical, Subarctic

The Canning Factory accepts either Fish or Meat for the first part of its recipe, but Sheet Metal remains required. “Fish or Meat” does not make the complete recipe optional. This is useful when choosing between available food sources in a climate without Fishing Grounds.

The Steel Mill produces both Sheet Metal and Steel. The Vehicle Factory needs Sheet Metal, while the Machine Factory needs Steel. A connection serving only one of these outputs should not be treated as a complete description of the mill's possible supply role.

The Oil Refinery also produces several outputs together: Fuel, Fertilizer, and Chemicals. Fuel serves industrial-district demand, Fertilizer is a booster, and Chemicals feed the Chemical Plant. The refinery is therefore a branching production site rather than a facility that makes only the one cargo your tanker currently carries onward.

Check climate-specific production before starting a chain

Some industrial groups are present in every climate, while others are sharply restricted. Use the facility's climate column to check the entire group rather than inspecting only the last factory in a plan.

The Paper Mill and Printing Press are Subarctic-only. The paper-and-books branch therefore needs that climate for its normal vanilla facilities. Sawdust from a Saw Mill does not establish that a Paper Mill will exist in a different climate.

The Rubber Farm and Tire Factory are Tropical-only. The tire branch has a distinct climate requirement even though the Vehicle Factory itself is listed in all four climates. Do not infer that every input for an all-climate factory can necessarily be sourced from a naturally generated local facility in every climate.

Brick Works are listed for Temperate and Dry, while Cement Plants are listed for Tropical and Subarctic. Bricks and Cement are separate products from separate recipes. A Quarry and a Clay Pit are not interchangeable suppliers simply because both appear to excavate materials from the ground.

Brewery is listed in Temperate, Dry, and Subarctic, excluding Tropical. Cotton Farm is listed in Temperate and Tropical. These narrower patterns show why checking a single “available in several climates” label is less useful than reading the actual set of climates.

When a climate-specific site is missing from a world, first distinguish unavailable-by-climate from not-yet-present. The two situations lead to different expectations. An industry permitted in the climate may appear later as town demand grows; an industry omitted from that climate should not be assumed to spawn merely because you wait longer.

Match a named cargo to the right facility

Use the directory from the facility side: identify the building, then read what it consumes and produces. If you start with a cargo name instead, the cargo-types directory provides the producer and consumer index without requiring you to inspect every recipe.

For Glass, find Glass Works and its Sand input. The glass can then serve a Brewery or Furniture Factory. A cargo name containing a manufactured material does not mean every processing site can make it.

For Plastic and Dyes, find Chemical Plant and its Chemicals input. Both are outputs of the same rule, but their consumers differ. Plastic supports the Tool and Machine factories; Dyes support textile production and the Subarctic printing branch.

For Tools, find Tool Factory, requiring Planks and Plastic. The produced Tools are used by industrial districts and by specific boosted raw industries. A tool-producing facility is not the same object as a game's construction-tool menu or a community software utility.

For Vehicles, find Vehicle Factory and its three inputs: Tires, Sheet Metal, and Machines. Vehicles here are cargo produced for industrial-district demand. They are distinct from buses, trains, or aircraft that your company buys in a depot to operate a line.

Use the table alongside the selected industry's window

Select the actual industry before committing transport capacity. Its Production section shows the rule, recent consumed and produced quantities, and theoretical annual maximum. These provide the instance-specific context that a fixed catalog cannot supply.

Keep production inputs, cargo boosters, and passenger workers separate. A processing input is part of the output recipe. A listed booster is an additional production aid. A passenger connection supplies workers. They do not become substitutes for one another because they all arrive at the same industrial site.

The directory's booster entries and the cargo-consumer index are not always equally explicit. In particular, Machines are named as a consumer relationship for some sites whose industry-table booster cell is blank. Not listed preserves that gap; inspect the site's actual Booster section before treating the blank as proof of no acceptance or planning an unverified bonus.

For production, inventory, expansion, or industry closure diagnosis, continue with Industries. For the inverse lookup by cargo, use Cargo Types. For building the multi-step transport connection between these facilities, use Cargo Chains.