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Transport Fever 3 wool production: farms, fabric and clothes

Trace Wool from Cotton and Livestock Farms through Fabric and Clothes, with default inputs, boosters, economy conditions and reviewed vehicle examples.

Last updated: 2026-10-09

Where does Wool come from?

In the reviewed base resources of Transport Fever 3, Cotton Farm and Livestock Farm both produce Wool. The Cotton Farm has no normal input in its default production rule; Fertilizer is a separate booster. The Livestock Farm uses Grain as its normal input and produces Wool and Meat. These names and relationships come from installed Steam build 25533170, checked on 9 October 2026. They describe default source configuration, not production speed or a guaranteed industry in every save.

Industry and normal inputNormal outputSeparate booster

Cotton Farm: no normal input

WoolFertilizer

Livestock Farm: Grain

Wool and MeatNone in the reviewed rule

Weaving Mill: Wool

FabricNone in the reviewed rule

Textile Factory: Fabric and Dyes

ClothesNone in the reviewed rule

Fertilizer is not required for the Cotton Farm's default Wool rule. Conversely, an empty special requiredInput list does not make ordinary inputs optional: the Livestock Farm still uses Grain, the Weaving Mill uses Wool, and the Textile Factory uses Fabric and Dyes in their default rules. Input switches, economy filtering and custom industry parameters can change the effective stocks and rules. Read the current industry's input and output display before planning a line. The industry directory separates normal inputs from boosters across the reviewed catalog.

How does Wool become Clothes?

Deliver Wool to a Weaving Mill to produce Fabric. The next default step is Fabric and Dyes into a Textile Factory to produce Clothes. These are two separate production stages; Wool is not the Textile Factory's direct input. The diagrams use reviewed cargo names and existing illustrative icons from the cargo directory. No input ratio or quantity is asserted here.

Inputs

Output

Icons are original AI illustrations; names and relationships follow the reviewed resource data.

Output

Icons are original AI illustrations; names and relationships follow the reviewed resource data.

Does every economy include a Cotton Farm?

No such guarantee follows from the resource tags. The Cotton Farm declares the temperate.eco and tropic.eco economy categories. The Livestock Farm, Weaving Mill and Textile Factory, as well as the named cargo in this chain, declare temperate, dry, tropical and subarctic economy categories. These are source categories, not a promise that an industry or recipe appears in every matching save. The All Industries economy setting also has a category-filter exception. Economy and map climate are separate in the game resources, so a terrain or climate appearance alone cannot establish whether the Cotton Farm is available. Check the selected economy, industry settings and active modifications in your game. Industry directory.

Which vehicles can carry Wool?

Wool declares the UNIVERSAL and GOODS cargo classes. The three reviewed base vehicle examples below have load configurations that match one of those classes, with no cargo include or exclude override in the checked model. A matching resource declaration helps narrow the vehicle directory; it does not guarantee that a vehicle is purchasable in your year, mode or depot.

Reviewed vehicle exampleMatching classSource year condition
Small Horse CarriageUNIVERSAL1885 ≤ year < 1910
Horse CarriageUNIVERSAL1893 ≤ year < 1920
Benz 3-Ton BoxGOODS1912 ≤ year < 1960

A positive yearTo is the first excluded year in the reviewed vehicle-store filter. The examples are class matches, not a ranking by price, speed, capacity or profit. Other chain inputs need their own cargo-class check: Grain, for example, declares UNIVERSAL and BULK rather than GOODS. See vehicle fields and year limits and cargo names.

Why is my Wool line not working?

Use the current save to locate the constraint:

  1. Check whether the selected economy and industry configuration offer a Wool producer and the next receiving industry.
  2. Inspect normal input and output stocks: Grain at a Livestock Farm, Wool at a Weaving Mill, then Fabric and Dyes at a Textile Factory. Treat Cotton Farm Fertilizer separately as a booster.
  3. Check the receiving industry's current demand and whether output stocks have room or a destination.
  4. Check the vehicle's actual load configuration, stops, loading and unloading settings, and whether the line reaches the intended industries.
  5. Compare the displayed economy and industry parameters with the default source relationship on this page.

This is an observation checklist, not a tested repair order or a profit calculation. The Tycoon guide covers town demand, delivery ratings and maintenance; source notes explain the local review and its limits.

Sources and version scope

The local 9 October source review records the checked Cotton Farm, Livestock Farm, Weaving Mill and Textile Factory declarations, cargo classes, three vehicle models, localization and filtering logic. This page reports reviewed build 25533170 default resources. The 8 October patch was not re-extracted for this review, so these statements do not claim complete coverage of that later patch. Production quantities, rates, transport performance, purchase conditions and profitability have not been verified in a played save. The source notes explain the broader review method.