New here? Start with a brief introduction into modding Transport Fever 3.

Transport Fever 3 features full modding support, empowering the community to create, customize, and expand the experience in countless ways. Mods can be easily shared and discovered through mod.io, making it simple to connect creators and players across platforms.

We're proud to run a Curated Mods Program, highlighting high-quality creations and supporting standout modders within the community. To help you bring your ideas to life, we provide dedicated modding tools and extensive documentation covering everything from getting started to advanced topics.

Mods are a vital part of Transport Fever 3's ecosystem. They inspire innovation, extend longevity, and strengthen the community. We're incredibly grateful to every creator who contributes their time, talent, and passion.

General

This chapter introduces the general concepts and fundamentals of Transport Fever 3 modding. It explains mod structure, loading behavior and the used resource types.

Tools

Documentation of official and third-party tools relevant to the modding workflow. Covers their purpose and typical use cases.

Vehicles

This chapter describes how vehicles are defined. It covers configuration files, models, animations, and gameplay-relevant parameters for all supported transport types.

Constructions

This chapter describes how constructions such as buildings and stations are defined. It covers configuration options, models, and in-game behavior.

Infrastructure

This chapter describes how streets, tracks, and other transport network elements are defined. It covers geometry, parameters, and gameplay behavior.

Environment

This chapter covers environment-related modding topics such as map generation, terrain materials, vegetation, and other world elements.

Misc

Collection of miscellaneous reference material relevant to Transport Fever 3 modding. Covers features referenced across multiple chapters.

Scripting

Reference for scripting interfaces available to mods. Covers APIs, execution flow, and interaction with game systems.