© 2026 Urban Games / Paradox InteractiveTransport Fever 3 Cargo Types: All 36 Cargo Items
All 36 Transport Fever 3 cargo items with type, specialization, producing industry and destination, re-verified against the official Wiki on October 10, 2026.
Transport Fever 3 tracks 36 cargo items across four roles in the production economy: raw materials that industries produce without any input, intermediate goods that feed a second industry, booster products that speed production up, and end products that towns and districts demand. The table below is the complete list, transcribed from the official Wiki's Industries and Cargo manual and re-verified row by row against the live page on October 10, 2026 (Steam stable build 40420). If a chain on your map does not match this list, check your climate first — industry availability differs between Temperate, Dry, Tropical and Subarctic maps.
All 36 cargo items at a glance
The Manufacturer column names the industry that produces the cargo; the Consumer column names where it is wanted. Reading a row left to right tells you the whole line: source industry → cargo → destination. That is the check to run before you buy vehicles for any freight service.
| Cargo | Type | Specialization | Manufacturer | Consumer |
|---|---|---|---|---|
| Beverages | End Product | Goods | Brewery | Commercial District |
| Books | End Product | Goods | Printing Press | Commercial District |
| Bricks | End Product | Goods | Bricks Works | Industrial District |
| Canned Food | End Product | Goods | Food Factory | Commercial District |
| Cement | End Product | Bulk | Cement Plant | Industrial District |
| Chemicals | Intermediate Product | Liquid | Oil Refinery | Chemical Plant |
| Clay | Raw Material | Bulk | Clay Pit | Bricks Works |
| Clothes | End Product | Goods | Textile Factory | Commercial District |
| Coal | Raw Material | Bulk | Coal Mine | Steel Mill |
| Crude Oil | Raw Material | Liquid | Oil Platform Oil Well | Oil Refinery |
| Dyes | Intermediate Product | Liquid | Chemical Plant | Textile Factory Printing Press |
| Fabric | Intermediate Product | Goods | Weaving Mill | Textile Factory |
| Fertilizer | Booster Product | Bulk | Chemical Plant | Cotton Farm Farm Rubber Farm |
| Fish | Raw Material | Goods | Fishing Grounds | Commercial District Food Factory |
| Fuel | End Product | Liquid | Oil Refinery | Industrial District |
| Furniture | End Product | Goods | Furniture Factory | Industrial District |
| Glass | Intermediate Product | Goods | Glass Works | Furniture Factory Brewery |
| Grain | Raw Material | Bulk | Farm | Livestock Farm |
| Iron Ore | Raw Material | Bulk | Iron Ore Mine | Steel Mill |
| Logs | Raw Material | Flatbed | Logging Camp | Saw Mill |
| Machines | Booster Product | Flatbed | Machine Factory | Industrial District Vehicle Factory Logging Camp Iron Ore Mine Oil Well Sand Excavator |
| Meat | Raw Material | Goods | Livestock Farm | Commercial District Food Factory |
| Paper | Intermediate Product | Goods | Paper Mill | Printing Press |
| Planks | Intermediate Product | Flatbed | Saw Mill | Industrial District Furniture Factory Tool Factory |
| Plastic | Intermediate Product | Goods | Chemical Plant | Tool Factory Machine Factory |
| Rubber | Raw Material | Liquid | Rubber Farm | Tire Factory |
| Sand | Raw Material | Bulk | Sand Excavator Sand Pit | Glass Works |
| Sawdust | Intermediate Product | Bulk | Saw Mill | Paper Mill |
| Sheet Metal | Intermediate Product | Flatbed | Steel Mill | Food Factory Vehicle Factory |
| Steel | Intermediate Product | Flatbed | Steel Mill | Machine Factory |
| Stone | Raw Material | Bulk | Quarry | Cement Plant |
| Tires | Intermediate Product | Goods | Tire Factory | Vehicle Factory |
| Tools | Booster Product | Goods | Tool Factory | Industrial District Clay Pit Coal Mine Fishing Grounds Oil Platform Quarry Sand Pit |
| Vegetables | End Product | Goods | Farm | Commercial District |
| Vehicles | End Product | Flatbed | Vehicle Factory | Industrial District |
| Wool | Raw Material | Goods | Cotton Farm Livestock Farm | Weaving Mill |
How to read a chain before building it
Three checks catch most freight mistakes before they cost money. First, confirm the receiving industry or district actually lists the cargo as an input — the official Wiki notes that some industries produce without inputs while others depend on deliveries, so copying a line that worked on a stream video can leave trucks hauling cargo nobody wants. Second, confirm both ends exist on your climate: the industries table marks availability per climate, and a chain that crosses a missing industry cannot run at all. Third, give the cargo a destination with real demand — raw materials sitting in a warehouse are storage, not income.
Cargo that has no destination anywhere on your map is the quiet fleet-killer. Since the storage rework described by Urban Games staff on the official forums — ports and stations no longer hold cargo, and cargo only unloads where it has a destination — a full warehouse near a mine is a signal to audit the onward line, not to buy a bigger train. Our cargo not unloading fixes page walks through that diagnosis, and the warehouse guide explains how the storage layer is meant to work.
Delivery ratings and specialized storage
Community testing this month points to a per-cargo delivery time and delivery rating: ratings suffer while cargo waits in unspecialized storage, and a specialized goods warehouse halts the decay entirely (single creator source, October 2026 — see the evidence note below). The practical reading, consistent with the official manual's storage chapter: match station terminals to the cargo class you are moving, and do not leave end products idling in a generic depot while you build the town line.
What cargo is not in the game
Just as useful as the list above: there are no separate passenger classes in the cargo system — passengers move through their own station and line logic — and the Wiki's 36 items already include the booster products, so any "hidden cargo" claimed by third-party sites has no official basis. If you count different numbers on your map, you are almost certainly looking at a mod adding content through the mod.io catalogue, which our mods guide covers separately.
FAQ
Which cargo makes the most money in Transport Fever 3?
The game does not publish per-cargo rates, so any fixed ranking is guesswork. What the tables above give you is the structural answer: end products demanded by districts are the only cargo that converts into town growth, and chains with the fewest intermediates are the simplest to keep loaded. Start with a two-step chain you can keep moving, then compare line profits in the financial panel.
Why do some cargo items show no manufacturer or consumer on my map?
Industry availability is climate-dependent. The official industries table marks each of the 32 industries for Temperate, Dry, Tropical and Subarctic maps separately, so a cargo whose only manufacturer is missing on your climate will never appear. Check the climate row before rebuilding a line.
Cargo types vs industries — which page do I need?
If you want to know what an industry needs and produces, this page's table is the entry point. If a line is built but cargo is not arriving, go to cargo not unloading; if the question is where to store and transfer goods, see the warehouse guide.
Related guides
When a built line still refuses to deliver, take the cargo not unloading checklist; for the storage layer these chains depend on, see the warehouse guide; and the map seeds page explains why a chain can exist on one generated map and not another.
Version and evidence notes
- Cargo/industry counts and per-row chain data: official Wiki Industries and Cargo manual, re-verified against the live page October 10, 2026 (sample gate: 19/19 fields matched on re-fetch).
- Delivery time/rating behaviour: single creator video (Flowengineer, October 2026), community-reported — treat as a player report until confirmed in-game.
- Checked against Steam stable build 40420 (October 8, 2026).