What to do
- An empty cargo station is not proof of no production. Inspect the industry's output stock and follow a suitable vehicle to its actual pickup point. The TF3 manual says cargo remains at the producer until collected.
- For a transfer between lines, provide compatible warehouse storage and verify both connections. Platforms and ports are not the storage buffer for a second line. Direct delivery to an actual consumer is a different case.
- Match the cargo to the vehicle and loading terminal. Liquid, Bulk, Flatbed and Goods are different specializations; a familiar-looking freight model does not prove it carries the requested product.
- Use Mod Hub and the Add Mods controls for your world. The current FAQ explicitly excludes Steam Workshop. Copying a TF2 Workshop folder or an old mod's dependencies does not establish TF3 compatibility.
- Check the actual construction mode. TF3 builds a continuous segment with start and end clicks, while Advanced Settings offers Drag-and-Confirm. The PC experimental map key is experimentalMapFeatures, not a TF2 recipe copied by name.
Industries & Cargo
Origins, cargo categories, loading infrastructure and transfers.
Watch on YouTube ↗Official pre-release overview. Use the written checks for this task; older videos may describe plans that later changed.
How to tell it worked
A test vehicle picks up at the correct origin, completes the intended consumer delivery or warehouse handoff, and the controls and mods match TF3. This checklist concerns verified operations, not a promise that every TF2 strategy is wrong.
If you are still stuck
You want a universal profit formula, complete numerical vehicle comparison or precise old-save conversion: these are not established by this checklist. Use the linked specific task and its version note; old TF1/TF2 search results remain common even when the query says TF3.
Related tasks: Cargo at station · Warehouse transfer · Cargo vehicle types · Download and activate a TF3 mod · Experimental map sizes
