IndustriesintermediateUpdated: 9/11/2026

Transport Fever 3 Warehouses: Buffer Stock, Output and Demand

See how Transport Fever 3 warehouses buffer coal, steel, and finished goods, balance supply against demand, and keep industries producing through every delivery dip.

Why Transport Fever 3 Warehouses Decide Whether Your Economy Actually Runs

A coal mine in Transport Fever 3 will not blink when its stockpile hits the ceiling. It will just stop producing. A steel mill with no iron on hand keeps spinning its smokestack animation, but its output bar refuses to move, and the cargo graph in the Line Manager shows a flat red line. That gap between "looks busy" and "is producing" is exactly what warehouses close, and the new modular warehouse system introduced in the Dev Blog Episode 2: Industries and Cargo post is built around letting players smooth those gaps on purpose.

Warehouses in Transport Fever 3 are not just big boxes. They are categorized storage buildings that hold four cargo families, and they decide which industries keep producing through a delivery dip, which ones starve, and which finished goods can sit safely until a truck, train, or ship is ready to haul them. Because Transport Fever 3 cargo no longer has a fixed destination when produced, the warehouse you build (and the cargo family you assign to it) is now one of the most consequential decisions in any production chain, especially when your network spans hundreds of tiles and dozens of Transport Fever 3 industries that all need raw inputs at slightly different times.

This guide breaks down the warehouse mechanics from the production side: how buffer stock interacts with the new demand-driven industry loop, how coal and steel chains use warehouses to survive peak and valley months, and how to place, modularize, and route a warehouse hub so the rest of your map can keep working even when one link in the chain stalls.

How Transport Fever 3 Warehouses Fit Into the Production Loop

Before the modular warehouse rework, a warehouse in the Transport Fever series was a passive bin. Cargo arrived, sat there, and waited for the next vehicle to pick it up. In Transport Fever 3, warehouses are an active part of the production graph, and the official dev blog makes that explicit: modular warehouses specialize in four cargo categories, and they are designed to act as central freight hubs inside larger networks.

The production loop in Transport Fever 3 runs through four sequential stages — raw extraction, first-stage processing, finished goods, and city consumption — and a modular warehouse can be inserted at any handoff between them, turning a brittle stop-and-go chain into a buffered pipeline that absorbs timing mismatches between, for example, a slow coal train feeding a smelter and a faster steel truck heading to a growing town.

StageWhat HappensWhere Warehouse Fits
Raw extractionMines, wells, farms, and platforms generate base cargo like coal, iron ore, oil, logs, or grainSits downstream, not usually at the raw site
First-stage processingSmelters, refineries, sawmills, and food plants convert raw cargo into intermediate goodsBuffer between raw hauler and finished cargo hauler
Finished goodsTools, vehicles, food products, chemicals, and building materials leave the last plantFinal holding point before delivery to cities or export
City consumptionTowns and cities pull finished goods based on population and building typeNot usually placed at the city, but its stock smooths the wave

The moment a raw input runs out at a plant, production halts. When a finished good piles up with no buyer, production also halts. A warehouse on either side of that equation converts those "stops" into "pauses," and the difference is whether your quarterly income stays flat or collapses because every plant in the chain hiccuped at the same minute.

The Four Cargo Families A Warehouse Specializes In

The dev blog calls out that modular warehouses specialize in four cargo categories, and these map onto the broader grouping of 37 cargo types described as liquid, bulk, flatbed, and a fourth family that the production chain leans on most heavily. Practically, that means a single warehouse will not hold every cargo on your map, and choosing the wrong family is one of the fastest ways to discover that your "central hub" is empty for nine months of the year.

Cargo FamilyCommon ExamplesIndustries That ProduceIndustries / Cities That Consume
BulkCoal, iron ore, grain, sand, stone, logsMines, quarries, farms, forestersPower plants, steel mills, construction materials, food plants
LiquidCrude oil, fuel, chemicalsOil platforms, refineries, chemical plantsPower plants, vehicle plants, cities with fuel demand
Flatbed / HeavySteel, plate, machinery, vehicles, construction partsSteel mills, machine works, vehicle factoriesTool factories, building material plants, city industry zones
Finished ConsumerFood, goods, mail, passengers (freight), building materialsFood plants, general goods factories, mail distributionCities of every size, especially growing town centers

A warehouse module you place will accept a slice of one family. Place it next to a coal mine and load it with the bulk family, and you have built a buffer that protects every downstream plant from a missed coal train. Place the same module next to a food plant and switch the family to finished consumer, and you have instead smoothed the spike-and-trough demand curve that cities show.

Storage Capacity vs Throughput: The Two Numbers That Matter

Every warehouse module in Transport Fever 3 has two numbers a player really cares about. The first is raw storage capacity, which is how many units of cargo the building can hold before it is "full" and stops accepting deliveries. The second is loading and unloading throughput, which controls how many units per month a vehicle can move in or out through the warehouse's truck bays, rail sidings, or ship docks.

The dev blog draws a clean line between these two: integrated loading docks at industries are cheapest, but they are slow and cause queuing when traffic gets dense. Additional stations and specialized loading platforms load faster, but they cost more, add pollution, and create noise. A warehouse is a way to buy back throughput by giving vehicles a separate, less crowded place to load and unload, at the cost of an extra hop in the route.

Loading MethodCostSpeedQueuing RiskBest Used When
Integrated dock at industryLowestSlowHigh in dense networksSingle-input, low-volume raw lines
Dedicated station near industryMediumFastMediumMid-game chains with steady traffic
Warehouse module with its own baysHighFast for that cargo onlyLowLate-game hubs, volatile demand, mixed cargo chains
Specialized loading platformHighestFastestVery lowMegalopolis-scale finished goods delivery

If a player understands nothing else about Transport Fever 3 warehouses, it is this: storage capacity decides how long a delivery dip can last before production halts, and loading throughput decides how fast a recovery can happen once vehicles show up again.

Transport Fever 3 Coal: Why Every Steel Chain Starts With a Buffer

The coal-to-steel-to-tools chain is the most common production loop a new player will build in Transport Fever 3, and it is also the chain that fails most loudly when there is no warehouse involved. Coal comes out of a mine in steady monthly chunks, the steel mill chews through it to make steel, and the tool factory eats steel to make tools that cities will eventually buy. Every single link in that chain is sensitive to a missed delivery, and every single link is a candidate for a small warehouse buffer.

The reason coal specifically shows up first in the discussion is volume. A mid-game steel mill needs a continuous flow of coal, and if the only thing keeping that flow alive is a single train running on a single line, any slowdown, breakdown, or reroute will knock the steel mill offline. A modest coal warehouse next to the mill, sized to roughly two to three months of coal demand, buys you enough runway to recover the line without losing production entirely.

Sizing a Coal Buffer For a Single Steel Mill

The right size for a coal warehouse is not a fixed number. It depends on the production rate of the mine, the line capacity of the train or trucks moving coal, and the consumption rate of the steel mill. A practical community rule of thumb, reported by players running mid-game coal chains, is to size the buffer to roughly one quarter of the mill's monthly coal burn, and then double it if the line crosses a terrain feature like a river, a mountain pass, or a busy shared junction.

Mill TierApproximate Monthly Coal BurnRecommended Coal BufferNotes
Early-game single stackLow1 small warehouse moduleSingle train line, no shared junctions
Mid-game twin-stackMedium1 medium warehouse moduleAdd a second line if the buffer fills repeatedly
Late-game multi-stackHigh2 medium or 1 large warehouse moduleDecouple from the mine with a dedicated freight hub
Megalopolis supply ringVery highCluster of modular warehouse buildingsBuild at a central freight hub, not at the mill

A buffer that fills repeatedly is a signal that the mine is overproducing for that one consumer, and a second demand source (a power plant, for example) is the cleaner fix. A buffer that empties every month is a signal that the line is undersized, and adding a truck route or a second train is a better fix than doubling the warehouse. The warehouse itself is rarely the bottleneck; it is the diagnostic tool that makes the bottleneck visible.

Coal at the Power Plant End of the Chain

A second reason coal deserves its own warehouse discussion is that coal also feeds power plants, and power plants in Transport Fever 3 do not appreciate going cold. A city whose power plant stops receiving coal will quickly start showing the unhappy resident icon and the floating sad smiley referenced in Dev Blog Episode 5: Highlights, and that negative feedback travels through the city demand graph faster than any positive event. A modest coal warehouse next to a power plant is one of the cheapest insurance policies in the entire game, because losing the power plant is a far bigger problem than the cost of a single bulk-family module.

Transport Fever 3 Steel: Buffering the Chain That Cities Care About

Steel is the second half of the same loop, and the half that cities actually feel. Steel feeds the tool factory, the machine works, the vehicle plant, and a long list of construction materials plants. When steel supply dips, finished goods output dips, and the city demand meter nudges downward. When cities see a sustained drop in finished goods, building growth slows and the city's own demand profile flattens, which in turn reduces the demand signal that the production chain is supposed to be chasing.

This is where the new Transport Fever 3 production model becomes more interesting than the older fixed-destination model. Because cargo no longer has a fixed destination when it is produced, the steel sitting in a warehouse module can be redirected the moment a new tool factory or a new vehicle plant goes online, without any vehicle having to be re-routed. The warehouse becomes the routing buffer, not just the timing buffer.

Steel Buffers at the Mill vs Steel Buffers at the Hub

A player can place a steel warehouse in two different positions, and each choice changes what the warehouse actually does. A steel warehouse placed next to the steel mill is a production buffer; it absorbs the moments when no consumer is ready to receive steel, and it lets the mill keep producing at full output. A steel warehouse placed at a central freight hub is a routing buffer; it lets a new consumer plug into the steel supply without re-routing every existing line.

Buffer LocationWhat It SolvesWhat It Does Not SolveCost Profile
Adjacent to steel millMill output stalls when consumers hiccupConsumer starvation if the hub route is the bottleneckLow to medium, one module
Adjacent to a tool factoryFactory halts when steel deliveries dipMill downtime when iron or coal runs outMedium, one module
Central freight hubBoth ends of the chain at onceBad line layout between hub and consumerHigh, multiple modules
Split (small at mill, small at hub)Most realistic chainsVery high-volume megalopolis ringsHigh, but resilient

The community reports that placing a small steel module next to the mill and another at the hub is the most common late-game pattern, because the mill-side buffer keeps production steady and the hub-side buffer gives new consumers a quick hookup point. A pure hub-only solution tends to fail at the worst possible moment, because the mill itself starts to stall as soon as the hub's steel pile hits the ceiling.

The Iron Ore Side of the Steel Chain

Steel is only as stable as the iron ore supply that feeds it, and a steel mill without iron is just an expensive decoration. Iron ore is a bulk cargo, so it can share a warehouse family with coal, but it has a different rhythm: mines tend to produce in larger lump sums, especially in the late game, and the smelter at the mill eats it in a continuous flow. A small iron-ore buffer at the mill is a cheap hedge against the moment a freight train breaks down, and it pairs well with a coal buffer because the same warehouse module can hold a fraction of each as long as the family matches.

Transport Fever 3 Demand: How Cities Pull Stock Out of a Warehouse

The new demand-driven industry loop in Transport Fever 3 is the reason warehouses are not optional in the late game. Industries in Transport Fever 3 expand their production and their input demand when the surrounding cities grow, and they contract when demand falls. That signal travels through the cargo graph, and the warehouse is the only piece of infrastructure that can hold a finished good in suspension while the demand signal catches up.

The dev blog makes a subtle but important point here. Cargo is no longer assigned to a specific destination when it is produced. That means a city that suddenly decides it needs more tools will not get them faster just because the tool factory is closer; the goods have to be moved by a vehicle, and the vehicle has to find a finished good somewhere in the network. A warehouse module full of tools is exactly that "somewhere," and the Line Manager's redesigned selection of lines, stations, and vehicles (highlighted in the same Episode 5 dev blog) makes it easier to redirect a truck or a train to the warehouse when the demand signal spikes.

Reading the Line Manager Cargo Overlay

The Line Manager in Transport Fever 3 shows cargo flow with overlays to and from industries, and a player who watches those overlays will see a warehouse do its job. When an industry is producing, the overlay shows a steady outward arrow. When a warehouse is full, the overlay will show a paused outward arrow from the industry and a steady inward arrow at the warehouse. When a city demand spike happens, the overlay at the warehouse will flip: the inward arrow pauses, the outward arrow picks up, and vehicles that were idle at the warehouse start moving toward the city.

Overlay StateWhat It MeansPlayer Action
Steady outward arrow from industryIndustry is producing and shippingNo action, leave it alone
Paused outward, steady inward at warehouseIndustry is filling a bufferWatch the buffer, do not add a second consumer yet
Steady outward, paused inward at warehouseWarehouse is feeding demandHealthy, consider adding a second warehouse module
Paused at bothCity demand has droppedEither accept the stall, retire a line, or find a new consumer

A warehouse that is constantly showing "paused at both" is one that has outlived its purpose on that chain, so experienced players rarely demolish it outright; the community instead clears its vehicle list, drops the acceptance filter to a new cargo such as coal, steel, or goods, and re-routes a short truck or train spur from a different industry to give the same warehouse module a second life, which saves construction credits and keeps existing platform length, road access, and signal placement intact.

Demand Spikes, Seasonal Cities, and the Buffer Argument

Cities in Transport Fever 3 do not consume goods at a constant rate. A growing city will pull hard for building materials and tools during its boom, and a stable city will pull steadily for food and general goods year-round. A city that hits a building boom without warning can drain a finished goods network in a single in-game quarter, and a warehouse buffer is the only thing that keeps the tool factory and the construction materials plant from stalling at the worst possible moment. The Transport Fever 3 Steam page describes the game as launching with 30+ onshore and offshore industries and 300+ vehicles, and a network of that scale is exactly the environment in which a single missed delivery can cascade into a chain-wide stall without a warehouse in the middle.

Building a Central Freight Hub Around Transport Fever 3 Goods

The most visible warehouse structure in the late game is a central freight hub, and it is the place where the modular warehouse system earns its name. Instead of scattering one-module buffers next to every industry, a player can concentrate warehouse modules in a single hub and route multiple raw and finished lines through it. The hub then acts as a shock absorber for the entire network, and the four cargo families can be physically grouped so that a single dispatcher line can serve them all.

The layout of a central freight hub is not a freeform design. The dev blog's reference to modular warehouses specializing in four cargo categories implies a four-bay structure, and the practical layout that players have settled on is a two-by-two or one-by-four grid of warehouse modules with a road loop on one side and a rail siding on the other. Ship access is optional, but valuable in maps with a coastline or a large lake because ships can move very large cargo volumes per trip at low per-unit cost.

Hub ElementPurposeCommon Mistake
Bulk-family moduleBuffer coal, iron ore, grain, sand, stoneMixing bulk with flatbed in one module
Liquid-family moduleBuffer crude oil, fuel, chemicalsPlacing a liquid module far from the road loop
Flatbed-family moduleBuffer steel, plate, machinery, vehiclesForgetting that vehicles occupy a flatbed slot
Finished-consumer moduleBuffer food, goods, mail, building materialsLinking it to raw cargo lines by accident
Road loopTruck pickup and dropoffLetting the loop become a one-lane bottle
Rail sidingTrain pickup and dropoffPutting the siding on the wrong side of the loop
Optional ship dockLong-haul bulk transportBuilding the dock in a current-locked corner of the coast

A hub that mixes the wrong families in a single module will look like it works for a few months and then mysteriously empty. A hub that keeps families separated and gives each one its own line will run for years without intervention, and that is the entire point of the modular system.

How a Hub Interacts With the Cargo Graph

The cargo graph in Transport Fever 3, as described in the Episode 5 dev blog, shows cargo flow with overlays to and from industries. A central hub shows up in that graph as a small constellation of inward and outward arrows, and a healthy hub has roughly equal inward and outward flow at any given moment. A hub that is heavily inward with little outward flow is a hub that is filling but not feeding, and the player has two options: reduce input lines or open new consumer routes. A hub that is heavily outward with little inward is the opposite problem, and it usually means a consumer has starved the chain and the input lines need to be re-prioritized.

A useful internal cross-reference here is the broader explanation of how the new cargo model interacts with the rest of the industry chain in the Transport Fever 3 cargo types overview, which goes deeper into the 37 cargo types and how their families line up against the four warehouse categories.

Production Chain Templates: Three Transport Fever 3 Warehouses Setups That Work

A good way to make the abstract warehouse mechanics concrete is to walk through three production chain templates that show up repeatedly in Transport Fever 3 playthroughs. Each template is built around a different scale of operation, and each one shows where a warehouse earns its keep.

Template 1: The Single-Line Coal and Steel Chain

This is the smallest setup that still benefits from a warehouse. A single coal train runs from a coal mine to a single steel mill, and a single steel train runs from that mill to a single tool factory. The output of the tool factory feeds one mid-size city.

ComponentRoleWarehouse Decision
Coal mineRaw sourceNo warehouse at the mine, mine has its own small stockpile
Coal trainSingle line, single consistNo warehouse on the line itself
Steel millMid-tier, two stacksOne small bulk-family warehouse next to the mill for coal buffer
Steel trainSingle line, single consistNo warehouse
Tool factorySingle-stack consumerOne small flatbed-family warehouse next to the tool factory for steel buffer
CityMid-size, stable demandNo warehouse, city receives direct deliveries

In this template, the two warehouses are diagnostic tools as much as they are buffers. If the coal warehouse at the steel mill fills repeatedly, the mine is overproducing and the player should add a second consumer. If the steel warehouse at the tool factory empties every month, the steel train is undersized and a second consist is the fix.

Template 2: The Twin-Hub Steel and Goods Ring

The second template is the late-game workhorse. Two central freight hubs sit on opposite sides of a map, a network of mines and farms feeds raw cargo into one hub, and a network of factories and cities pulls finished cargo out of the other hub. Warehouses inside both hubs buffer every transition.

ComponentRoleWarehouse Decision
Hub A (raw side)Receives coal, iron ore, grain, logs, oilFour modular warehouse buildings, one per cargo family
Mine networkMultiple raw sourcesEach mine ships directly to Hub A on its own line
Hub B (finished side)Receives steel, food, tools, vehicles, building materialsFour modular warehouse buildings, one per cargo family
Factory networkSits between the hubs, draws raw from A, ships finished to BEach factory has a small in-line buffer for its specific input
City ringMultiple cities, mixed sizesNo warehouse at the city, finished goods go direct from Hub B

This template is where the modular warehouse design starts to feel intentional. The hub-side modules decouple the raw chain from the finished chain, and the factory-side modules decouple each factory from its neighbors. A fault on a single mine line does not stall the whole steel chain, because Hub A has enough bulk buffer to keep the mills running while the line is repaired.

Template 3: The Mixed-Industry Coastal Hub

The third template is the most ambitious. A coastal city is fed by a mixed-industry hub that combines a small bulk buffer, a flatbed buffer, and a finished-consumer buffer, with ship access for long-haul raw cargo and rail access for finished cargo.

ComponentRoleWarehouse Decision
Ship dockReceives bulk and liquid cargo from distant mines and platformsNo warehouse, but a road loop connects dock to hub
Bulk moduleCoal, iron ore, grainOne large modular warehouse building
Liquid moduleFuel, chemicalsOne small modular warehouse building
Flatbed moduleSteel, plate, machineryOne medium modular warehouse building
Finished-consumer moduleFood, tools, building materialsOne medium modular warehouse building
Rail sidingSends finished goods to the cityLinked to the finished-consumer module

In this template, the warehouse modules are not just buffers; they are the conversion point between the slow ship-hauled bulk chain and the fast rail-hauled finished chain. The community has reported that this layout is the most resilient to seasonal city demand swings, because the finished-consumer module is large enough to ride out a building boom without starving the rail line.

How Transport Fever 3 Delivery Lines Should Be Routed Around a Warehouse

The dev blog's Episode 3 on infrastructure goes deep on the new continuous build mode, snapping lines, lane tools, and highway acceleration lanes, and all of those tools matter for warehouse routing because a warehouse hub is the single most line-dense piece of infrastructure on most maps. A hub that is fed by one road and one rail line is a hub that is one accident away from going dark, and a hub that is fed by redundant lines in a loop is a hub that can lose a single segment and keep running.

A clean hub routing follows three rules. First, every cargo family has its own dedicated line, even if two families look like they could share. Second, the lines enter and exit the hub from different sides, so a broken junction does not isolate the whole hub. Third, the road loop and the rail siding do not cross at grade, because a single stuck train at a level crossing can stall truck deliveries for an entire in-game month.

Routing RuleWhy It MattersCommon Mistake
One cargo family per lineEasier to debug, easier to scaleA bulk and a finished line sharing a junction
Inbound and outbound on different sidesA single broken segment does not isolate the hubBoth directions on the same road
No road-rail grade crossings inside the hubAvoids stuck-train stallsRunning the rail siding straight across the truck loop
Redundant lines for late-game hubsOne segment down does not stop the hubA single line feeding the whole hub
Ship and truck separationShips are slow to maneuver, trucks are fastLetting the ship dock share a channel with the truck loop

A hub that follows these rules also produces far cleaner cargo flow overlays in the Line Manager, because each vehicle's path is mapped on a single line rather than a shared junction where bulk, piece goods, and container trucks all fan out from the same fork. That means a coal train heading to a steel mill warehouse and the finished goods trucks leaving it are tracked as separate, parallel overlays, so when steel demand spikes and the inbound rail stalls you can immediately see only that overlay turn red while the truck overlay stays green, instead of staring at a single tangled overlay that hides which segment is actually choking the chain.

Linking the Hub to a City Demand Network

Once a hub is in place, the trick to making it actually feed city demand is to put a small dedicated line from the hub's finished-consumer module to each city that depends on it. That line does not need to be large, but it needs to be reliable, because cities do not forgive missed deliveries. The community pattern is to use short, fast truck lines for finished goods and longer rail lines for bulk delivery, and to never let a single line serve more than two cities without a buffer in between. A new player just starting out can find a useful primer on the basic delivery pattern in the Transport Fever 3 beginner guide, which frames the first hour of play around getting raw cargo moving before any warehouse is in the picture.

Common Warehouse Mistakes and How To Avoid Them

Most warehouse mistakes in Transport Fever 3 fall into a small number of patterns, and recognizing them early saves a lot of rebuilding. The first is putting a warehouse module on the wrong cargo family, which is the most common and the easiest to fix. The second is sizing a warehouse to the entire mine output, which guarantees a buffer that fills and then does nothing. The third is placing a warehouse in a location that the vehicle pathing dislikes, which forces vehicles to take long detours and quietly erodes throughput.

A more subtle mistake is treating the warehouse as a fix for a layout problem. A warehouse can smooth a delivery dip, but it cannot fix a line that is fundamentally too long, too slow, or routed through a junction that is always blocked. The community advice, as reported by players running megalopolis-scale networks, is to fix the layout first and the warehouse second, because a layout fix is permanent and a warehouse fix is a constant maintenance cost.

MistakeSymptomFix
Wrong cargo familyBuffer is always emptyReassign module family or replace the module
Oversized bufferBuffer fills and stalls inputRight-size the module, add a second consumer
Undersized bufferBuffer empties every monthAdd a second module or upgrade the line
Bad locationVehicles take long detoursDemolish and rebuild closer to the line
Warehouse as layout fixBuffer still empties after upgradeFix the underlying line first
Single line to the hubHub goes dark on first accidentAdd a redundant inbound and outbound line
Mixing families in one moduleModule looks full but is emptySplit into separate modules per family

A well-built warehouse module is invisible most of the time, quietly absorbing the natural rhythm of coal or steel deliveries without the line ever registering a stall. A badly built one is the loudest object on the map, because every stalled industry around it is a constant reminder that something is wrong — the nearby steel mill drops to 40% productivity, the goods town stops accepting passengers, and the player gets a chain of red icons in the transport summary that all trace back to a single misplaced or oversize module. The difference between those two outcomes almost always comes down to whether the warehouse was matched to the right cargo family, sized to roughly one or two months of average throughput rather than peak mine output, and dropped on a straight segment of the line where vehicle pathing does not force a detour.

When a Warehouse Is the Wrong Tool

There are also situations where a warehouse is the wrong tool, and building one is a waste of money. A raw cargo line that has only one consumer and a long history of running smoothly does not need a warehouse; it needs monitoring. A finished cargo line that feeds a stable, slow-growing city does not need a warehouse either, because the city's own demand is steady. Warehouses earn their keep in chains with multiple consumers, volatile demand, or shared lines that can fail under load. Outside of those three situations, a warehouse is more about psychological comfort than actual output.

Frequently Asked Questions

What does a Transport Fever 3 warehouse actually do?

A warehouse is a modular storage building that holds one of four cargo families (bulk, liquid, flatbed, or finished consumer) and acts as a buffer between an industry and the vehicles that move its output. It keeps a mine, mill, or factory producing through delivery dips, and it lets finished goods wait for a vehicle without stalling the plant.

Do I need a warehouse for every coal and steel chain?

Not for every chain. A single-train coal line that feeds a single steel mill can run without a warehouse, but the moment the chain grows to two consumers or shares a junction with another line, a small bulk-family module next to the steel mill becomes the cheapest way to prevent production stalls during delivery hiccups.

Can a warehouse hold more than one cargo type?

A single modular warehouse building specializes in one of the four cargo families, so it can hold multiple cargo types within that family, such as coal and iron ore both being bulk. It cannot mix families, for example bulk and flatbed, in a single module. A central hub with four modules, one per family, is the standard late-game layout.

Where should I place a finished goods warehouse in Transport Fever 3?

The two strongest positions are next to the final factory in the chain, so production does not stall when no consumer is ready, and at a central freight hub that serves multiple cities. A combination of a small in-line buffer at the factory and a larger buffer at the hub is the most resilient late-game layout.

How do warehouses interact with the new cargo flow overlays?

The cargo flow overlays in the Line Manager show a steady outward arrow when an industry is shipping, a paused outward arrow when it is filling a warehouse, and a steady outward arrow at the warehouse when it is feeding city demand. A healthy hub shows roughly equal inward and outward flow, and a hub that is filling without emptying is a signal to add a new consumer or to retire an input line.