Transport Fever 3 official promotional artwork: Railway crossing and town streets
TRANSPORT FEVER 3 Official promotional artwork · © Urban Games · Source

Network lab · FIELDNOTE 10

Transport Fever 3 Line Manager: Edit Stops Without Losing the Route

Find the right line with mode and viewport filters, inspect connection warnings, then edit stops without losing the route.

Check the return journey too

Read the stop list as a repeating sequence. After moving a stop, check its neighbours and the final-to-first leg before judging the route from a vehicle's next departure.

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Sources, dates & scope

Updated October 21, 2026: added the official Line Manager filters and connection-warning path before the stop-order audit. The spacing comment is a dated July 9 developer explanation.

OFFICIAL LINE CONTROLS · ROUTE AUDIT

The official Line Manager has mode, viewport and search filters, a selected line's stop list and vehicles, and warning markers for connection problems. Read the complete repeating stop sequence before judging an edit.

Official source: Urban Games manual · Lines and Vehicles ↗Source date/status: Checked October 21, 2026. Check the linked source for its current details.

Additional source: Urban Games · Interface and train reservations ↗

Additional source: Urban Games · Sam's reply about vehicle spacing ↗

Edit you intendCheck immediatelyObserve afterwards
Move or replace a stopIts place between the intended neighboursThe vehicle serves the replacement
Reorder a return journeyThe last-to-first leg as well as the middleThe return visits the required stops
Add a transfer connectionWhich onward service it is meant to meetCargo or passengers continue onward
Address vehicles running togetherWhere the gap starts to closeArrival gaps across several journeys
Line manager: stops, vehicles and edit checks Original conceptual diagram for the line-manager fieldnote. Left side shows one line holding an ordered list of stops with assigned vehicles. Right side lists four editorial checks before and after a route edit. This is an editorial workflow drawing, not a screenshot or recreation of the game interface. A LINE IS A SMALL SET OF PROMISES LINE Passenger / North–Central / Local purpose · corridor · variant drag to reorder Stop 1 Stop 2 Stop 3 VEHICLES distribution options Before and after an edit Name the line purpose, corridor, variant an editorial convention, not an official preset Record the stops before a big edit, note the stops and symptom you are checking Compare fairly observe the same part of the network under like conditions Keep the reason an external note explains unusual stops or detours later Editorial workflow · not a tested gameplay result.
Original conceptual diagram · not a tested in-game layout.

Find the right line before editing it

Open Line Manager from the toolbar. Narrow the top list by bus/truck, tram, train, ship or aircraft mode, or use the viewport filter for lines visible on screen. Search is combined with any active filters; if an expected line disappears, clear the filters before assuming it was deleted. Select its row to show that line's vehicles and ordered stops below. Tick just that line to isolate it in the world view.

If the top list shows a problem icon, select the line and look for red exclamation marks beside affected segments in the stop list. Hover the marker for the connection message. Check that segment and terminal reachability before rebuilding the whole route; changing tracks or signals can also create a warning.

Once you have found the correct service, give it a name that says where it goes and why. ‘Passenger / North–Centre / Local’ and ‘Cargo / North–Port / Transfer’ are our examples, not built-in presets. A consistent order makes similar lines easier to compare, but renaming alone does not change how vehicles move.

Coverage: both ends must be reached Original conceptual diagram for the line-manager fieldnote. It separates coverage into three checks: origin catchment, destination catchment, and a line that serves both stops. Not a tested layout or a measured catchment radius. COVERAGE: BOTH ENDS MUST BE REACHED OriginBuildings insidethe stop circlecan board here DestinationThe other stop mustreach the targetbuildings too The lineOne vehicle servingboth stopscompletes the trip CHECK IN THIS ORDER · A BREAK AT ANY STEP STOPS THE TRIP1 Origin covered? · 2 Destination covered? · 3 One line joins both?
Original conceptual diagram · not a tested in-game layout.

Check the entire stop sequence after an edit

The official manual describes the line as an ordered list that returns from the last entry to the first. That closing leg is easy to overlook. For the intended journey A → B → C → B → A, write the repeating sequence as A, B, C, B. A, B, C instead describes a different return leg. These letters are a planning example, not a suggested map.

The July 30 interface blog describes dragging stops into a new order and editing them in the world. After either change, read around the changed position, including the wrap back to the first stop. Use the table above as an edit checklist. It is quicker to catch a missing return visit here than to infer it from a vehicle several stops later.

Keep a small change record you can actually use

Before changing a busy line, take a screenshot of its stop order and write one sentence about the problem: ‘The return journey skips B’, for example. After the edit, record the new order and the observation that would count as success. Here that means seeing a vehicle serve B on the return leg, not merely seeing it leave C.

For a bigger experiment, keep a save copy and change one feature at a time. If a new station, different vehicle and revised route all arrive together, a better result will not tell you which change helped. The record need not become a spreadsheet. The original screenshot, one question and one observed result are enough to make the next edit more deliberate.

When the route looks right but vehicles still bunch

Separate routing from spacing. The official July 9 developer reply describes automatic spacing as approximate: loading and interference can change the gaps. A neat stop list does not mean equal arrival intervals.

Watch where a pair starts travelling together. If they begin close together, investigate their initial placement. If the gap closes repeatedly at one stop, watch what happens there before sending another vehicle. If arrivals are reasonably separated but loads are uneven, record the load as a separate observation rather than assuming it proves bunching. These are ways to locate the problem, not a promise that a single distribution setting fixes every line. Compare several journeys over the same stretch before keeping the adjustment.

A note on evidence

Filters, warning markers and repeating stop-list behavior were checked against the official manual on October 21. Naming examples, the A–B–C route comparison and the audit checklist are our own explanatory work; we have not tested a scheduling system.

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