Transport Fever 3 Mods: mod.io Hub, Consoles and Install Guide
How Transport Fever 3 mods work: the in-game mod.io Mod Hub on PC and console, why there is no Steam Workshop, manual installs and the achievement rules.
FAQ
Does Transport Fever 3 have Steam Workshop?
How do you install mods in Transport Fever 3?
Do mods work on PS5 and Xbox?
Do mods disable achievements?
Where are mods stored on PC?
Are Transport Fever 2 mods compatible?
What mods come with the base game?
Why is my save greyed out after removing a mod?
Modding is a first-class part of Transport Fever 3, but the ecosystem looks different from most games in the genre: there is exactly one mod destination, and it is built into the game rather than attached to a store. Here is how it works on PC and console, what happened to Steam Workshop, and what mods cost you in achievements.
Is there a mod browser in Transport Fever 3?
Yes. The official FAQ describes full mod support on all platforms through an integrated mod browser, realised with mod.io. The stated reason is a single cross-platform library: the same mods should be discoverable by Steam, Epic, GOG, PlayStation and Xbox players, and a Steam Workshop would have split that pool in two.
In practice that means one Mod Hub opened from the main menu, backed by the Transport Fever 3 group on mod.io. The modding manual describes it as the single place where mods are shared and discovered, across all platforms.
How to install and activate mods
- Open the Mod Hub from the main menu and browse the mod.io catalogue.
- Subscribe to the mods you want. The Hub tracks them for you from then on.
- Start a new game and open the Add Mods tab — the third tab in the new-game flow, after the map and gameplay settings.
- Press Activate on each mod you want in that game. The same tab handles Deluxe Edition and Pre-Order Pack content.
For a game already in progress, open Load Game and use the save card’s settings to review or change its active mod list. One warning from the manual is worth repeating: if the Load Game button is greyed out, the save is almost certainly missing a mod — re-subscribe in the Hub and it returns.
Do mods work on PS5 and Xbox?
Yes, and this is the part the single-library design was built for. The publish workflow runs a validation pass on every upload; if the mod fits the stricter console requirements, a version with adapted textures is prepared and automatically approved for PS5 and Xbox Series.
The Curated Mods Program goes further: Urban Games hand-picks high-quality community mods, and those are available on every platform including PS5, PS5 Pro and Xbox Series X|S, free of charge. Beyond the curated set, the program states that most other mods reach consoles too.
Steam Workshop, Nexus Mods and manual installs
- Steam Workshop: no. The FAQ is explicit that Workshop was left out on purpose — it would undermine the single-destination approach — so Steam users get mods through the same in-game Hub as everyone else.
- Manual installs: yes. The FAQ confirms mods can still be downloaded and shared outside the in-game browser. The game file locations page names the userdata
modsfolder as the place for manually installed mods, while Hub content lives in the game-managed mod.io folder — editing that one by hand is not recommended. - Other hosters: manual by design. The modding manual says uploads to hosters other than mod.io happen outside the game, with the community’s transportfever.net filebase as the example, and recommends putting the download URL in the mod’s
modinfo.jsonso players can find missing dependencies. - Nexus Mods: a third-party shelf. Nexus has a Transport Fever 3 section, but those downloads are not wired into the Mod Hub — they are manual installs into the userdata
modsfolder, and they do not travel to console.
Do mods disable achievements?
For the most part, yes. The achievements page states that achievements are generally unavailable if non-cosmetic mods are used or the gameplay settings deviate from standard values. Sandbox-style mods are the clearest case: they change the rules, so they also switch off the trophies.
That has a practical consequence for campaign completionists. Story Legend and Phalerist are already long grinds; if you want them, run the campaign save clean — the campaign guide lists every star goal and medal — and keep sandbox mods for a separate map. The same page notes that around forty achievements exist in total, split between campaign and free game.
The four mods shipped with the game
You do not need the Hub to try mods — four ship with the base game and are activated exactly like downloaded ones. Sandbox Mode and No Costs are the pair to reach for when you want to test a layout without the economy; if you would rather learn the real rules first, the beginner tips cover the constraints those mods remove.
| Mod | What it does |
|---|---|
| Sandbox Mode | Change the bank balance, set the calendar date, construct or demolish towns and industries, adjust cargo demands and town sizes |
| No Costs | Disables money entirely; everything is free and the balance is infinite |
| Tycoon | Sets the company rank to the highest level and unlocks all perks |
| Vehicles: No End Year | Vehicles stay purchasable forever once they become available |
When a mod causes trouble
Two failure modes are documented and easy to fix:
- A save will not load. Usually that means a mod is missing rather than the save being corrupt. Check what the save expects, re-subscribe, and try again.
- The game suddenly runs badly. The official troubleshooting page points at high-resolution mods without LODs as a major frame-rate cost, and recommends lowering texture quality or disabling those mods before blaming your hardware.
Making and publishing your own mods
Transport Fever 3 ships with official modding tools and a full modding manual: a Model Editor, a Terrain Generator Editor and documentation covering vehicles, constructions, infrastructure, environments and scripting. Mods are plain folders, and the manual’s own advice is to build one rather than editing the installation directory. The documented use cases range from vehicle repaints and new models to changing base config values and rebalancing whole fleets — if you plan to touch the economy, read the vanilla cargo chain rules before you rewrite them.
Before any of that, the game teaches the basics of terrain work in its own campaign: the Mission 3 walkthrough is built around maintenance, routing and the dig tools you will meet again in the editors.
Publishing runs through the Mod Hub: place the mod in the userdata staging_area, select it under My Mods, adjust its details and upload. The rules are short and strict — no copyrighted content you do not own, mods must be free and non-commercial, nothing offensive, and everything must follow mod.io’s terms. If you want the bigger stage, the Curated Mods Program asks for at least ten published mods, at least 100,000 total downloads, one standout project and consistently high ratings.
Before you plan a big port: Transport Fever 2 mods are not directly compatible — their authors have to adapt them, which is why the modding documentation and tooling are positioned as the migration path.
Sources
Official
- Transport Fever 3 official FAQ — mod support, mod.io and the Steam Workshop decision (Urban Games)
- Modding manual — introduction, tools and structure (Transport Fever 3 Wiki)
- Publish a mod — Mod Hub upload, console versions, other hosters
- Game file locations — userdata mods folder and Mod Hub content
- Free game — Add Mods step and the four shipped mods
- Achievements — mod and gameplay-setting restrictions
- Curated Mods Program — platform availability and entry requirements
- Transport Fever 3 mods on mod.io
- Transport Fever 3 on Steam
Video source (subtitles consulted for the mod.io platform description; no sentences copied)
Related mod showcase
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