A few weeks ago, we gave you a first detailed look at industries and cargo in Transport Fever 3, and we’re thrilled that you’ve enjoyed the insights that we’ve shown so far.
For those who are eager to learn more, our latest Dev Blog goes into greater detail on the new game. We are not only covering the general mechanics of cargo and industry, but exploring the technical background and huge range of modding possibilities the game has been designed to facilitate.
Check out the newest Dev Blog right here on the Transport Fever 3 website!
In the latest video, we’ve already hinted at what the next episode of our First Look video series might be about, so make sure to follow us to learn more, and don’t forget to add Transport Fever 3 to your wishlist here!
7 Responses
Hi i think i am not the first and not the last, but is it that difficult to make multiplayer. To have 2 pc’s working on the same map at the same time, like in anno1800?
If you can learn how to do this and make it, you will sell a lot more games.
Best regards
Stefan
It is also necessary to add stop signals to warehouses and production facilities, if there are more than 3 vehicles in the warehouse, for example, other vehicles are not allowed to enter until the space is free. I would also add various functions for managing traffic.
I figure it’s still too early in development, but I have a question in regards to cargo models. I noticed in Transport Fever 2 that when cargo is loaded into wagons, the cargo generally has a single model, regardless of the wagon it’s loaded into. Would it be possible to see different models for cargo types in wagons? For example, a bolster wagon or flatbed hauling steel could have a model of sheet steel, I-beams, or rolled steel coils, which are randomly generated at loading from a station.
Fishfarms 😁😁 are we do deliver fishfood (pellets) also? Then i can bring my work home from work for real 😂😂😂
Biofeed ships 👍