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MODS / TOWN DISTRICTS

Draw and edit town zones

Author instructions checked October 22, 2026. PC mouse workflow; Town Zoning by tsab_, listed as version 1.0. The separate Kres K tool has different controls. Neither mod was playtested for this guide.

Identify your mod before following its controls

For tsab_'s Town Zoning, use the layer button at the upper left and draw a closed polygon. The brush beside the Bulldozer belongs to a different mod. Match the author and interface before changing a developed town; keep a separate save so you can compare the result.

A coastal Transport Fever 3 town with roads and buildings
Official game image illustrates a town, not either zoning mod's interface. Image sources and credits

Town Zoning by tsab_: polygon workflow

Use the mod installation and save-activation checks first. Confirm the author is tsab_ on the linked listing, then work on a copy of your save.

  1. Open the zoning layer at the upper left. Choose residential, commercial, industrial or no-build, then select Draw zone.
  2. Click the corners; click the first corner again to close the polygon. Right-click undoes the last corner while drawing.
  3. Select the finished zone to change its type/settings or delete it. Drag a corner to move it, double-click an edge to add one, or right-click a corner to remove it.
  4. Choose the replacement behavior below. Reopen the layer whenever you need to inspect the zone outlines.
  • Keep until rebuilt: existing mismatched buildings remain; new construction must match.
  • Replace now: mismatched buildings are removed immediately.
  • Only here: this town's district type is confined to its matching zones. Leave enough space.

Zones filter construction; they do not spawn buildings. Empty areas need demand and a suitable growth location. Removing this mod drops its zones from the save.

If your button is beside the Bulldozer

Kres K's Town Zoning Tool v1.0.0, updated October 8, uses a brush. Its author describes this separate sequence:

  1. Open its button beside the Bulldozer, choose a district type or No buildings, and select a brush size from 50 to 1000 metres.
  2. Hold the left mouse button to paint. Matching areas join; painting another type replaces the zone designation. Use Eraser to remove zoning.
  3. Use its Towns overlay to inspect district types. Existing buildings of the wrong type are cleared, with money and reputation costs, while roads and player-built infrastructure are left alone.

Do not look for tsab_'s preservation option in this older brush interface. These are different authors' tools, not a verified upgrade path between releases.

WATCH THE TOWN CONTEXT

Tycoon

Official context for town growth. This video does not demonstrate or endorse either community zoning mod.

Watch on YouTube ↗

Check the zone before expecting new buildings

First verify the outline, assigned type and selected replacement setting. Then inspect what happens as that same town develops. Save a comparison point before changing a second district. A correctly drawn boundary and an immediate population increase are separate outcomes.

If the area stays empty, compare its available space and the town's growth and supply diagnosis. Avoid repeatedly clearing a mature district just to test whether the control responded.

Base game and platform limits

The official town manual describes autonomous development. Urban Games' July 9 developer reply says player-owned roads can constrain building in some areas, but do not provide full zoning control. That dated statement is not a procedure for painting districts in the unmodified game.

PS5 users report a version 1.0 UI crash on tsab_'s listing; the author acknowledges it and plans a fix. This guide therefore does not claim working console controls or a released repair.

For achievement eligibility, check the save and mod restrictions before starting an achievement run. The presence of a download does not establish that your save meets those conditions.