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INDUSTRY / OUTPUT DIAGNOSIS

Industry production too low?

Applies to Urban Games' announced pre-release industry rules. The final build is due September 29, 2026; exact output values and menu labels need a release check.

Separate low output from cargo waiting for pickup

Open the industry and check whether finished cargo is already waiting there. If stock is accumulating, repair collection before trying to boost production. If output really is short of demand, bring workers from a nearby town. Farms can also use fertilizer; mines can use tools or machine parts. Then make sure your line can carry the extra output.

Check the bottleneck in order

  1. Read the industry and its destination. Compare cargo waiting at the producer with the goods the receiving town or next industry currently needs. TF3 cargo stays at its origin until collected, so an empty station platform does not prove zero production.
  2. If cargo is waiting, fix pickup. Follow the vehicle to the industry's built-in dock or an added station in its catchment. Check cargo compatibility and loading direction. Use the empty-station check for this branch.
  3. If output is genuinely short, check the available booster. Urban Games says workers from nearby towns can raise industry output. Run passenger service to the industry and check that workers are actually counted; the fishing-ground preview shows one complete town-to-industry route and its success feedback.
  4. Match any resource booster to the industry. The developer names fertilizer for farms and tools or machine parts for mines. Deliver the applicable good, then check the industry's booster feedback. This is not a claim that every industry accepts every booster.
  5. Give the extra cargo a way out. If output rises but finished stock builds up, add enough compatible pickup capacity and recheck the next line. A slow built-in dock may cause queues; an added station with a suitable module can load faster at a cost.

How to tell which fix worked

A worker or special-goods booster should register at the industry before you attribute an output change to it. Compare the industry's output and waiting stock after the service has run. Cargo appearing on the vehicle proves pickup; a fuller industry store with no departing loads points to transport capacity, not proof that the booster failed. Exact booster percentages and production thresholds have not been published.

If output still looks unchanged

  • No workers counted: inspect the passenger route's town origin, final stop and assigned vehicles using the worker-route example.
  • No relevant special-good booster: check the industry's own available inputs; do not send fertilizer to a mine or assume all factories use the same item.
  • Boosters register but cargo piles up: follow the loading point, vehicle class and onward route. The cargo-class check can isolate an empty vehicle.
  • No end customer needs the product: inspect the town's current demand or the next production stage. If the desired industry itself is missing, use the industry appearance check.

Urban Games has not published a universal upgrade percentage, internal production timer or exact final-build menu path. Treat an unexplained stall as unverified rather than applying a Transport Fever 2 threshold.