Blueprint
Blueprints are made using one of the three Blueprint Designers.
Usage
Blueprints are placed using the Build Gun
Construction
Blueprints will have a "forward" direction, as indicated by a white arrow ▶ during placement, showing the "front" of the blueprint determined during the design of the blueprint (see Blueprint Designer Control Bench).[1]
Blueprints can be placed in the World by selecting blueprint from a tab in the build menu, then using mouse movements to align where you want blueprint to go, followed by use of (LMB) to place.
Once buildables have been placed they can edited individually just like normal buildings.
Hologram lock and nudge mode
During placement, blueprints can make use of Nudge Mode to align blueprint in 1m (or 0.5m) steps in both the horizontal and vertical planes.[2][3]
Dismantle mode
- Once buildables are built using the blueprint function, by using Blueprint Dismantle Mode all blueprint buildables can be dismantled either individually, or by buildable type, or by dismantling the entire blueprint.[4][5][6]
- When in blueprint dismantle mode, clicking on any buildable in a blueprint will automatically select the entire blueprint and not just the buildable selected.
- Blueprints are given unique id's when placed, and all buildables in the placed blueprint are linked together. What this means is that if you dismantle some of a blueprint you can still select and dismantle the remainder.[7]
- Buildables that are not part of a blueprint added later, like conveyor belts, will not be dismantled when using blueprint dismantle mode, but will have to be dismantled separately.
- TIP: By using the Building Eyedropper Function you can sample blueprints using dismantle mode.
Snapping
Designing
On the platform of the Designer, buildables are snapped to 1 x 1 meter grids as on normal Foundations.
Snapping point
The Snapping point of the blueprint is always at the center of the blueprinted buildables.
Blueprint snapping
When on default build mode, blueprints can be snapped to 'loose foundations' - foundations not built using blueprints - at 1 meter in horizontal or 0.5 meter in vertical. This requires careful manual alignment.
When using 'Blueprint' build mode, blueprints snap to each other based on the center of blueprinted buildables, barring encroachments.
When using 'Auto Connect' build mode, any blueprint that contains Conveyor, Pipes or Railways will try to automatically connect to any available inputs/outputs on the other end, which you can visually confirm before placing by hovering over with the blueprint hologram.
An already built blueprint preserves its snapping point for the other blueprints to snap to.
World grid
Blueprints have difficulty aligning to the world grid when built on the ground. It is advisable to create 'base' foundations using the world grid, then build blueprinted foundations above or beside it. Once done, the 'loose' foundations can be dismantled.
Designing
- Blueprints are linked to the Mark Level Blueprint Designer in which they are designed, and cannot be individually edited using a different Mark Level Blueprint Designer.
- This means, for example, that a blueprint created in a Mk.1 Blueprint Designer cannot be individually edited in a Mk.2 or Mk.3 Blueprint Designer. This is by design to prevent issues.
- Blueprints made in a lower Mark Level Blueprint Designer can be added to a new blueprint in an upper Mark Level Blueprint Designer, however Blueprints made in a higher Mark Level Blueprint Designer cannot be added. Again, this is by design to prevent issues.
- This means, for example, that a blueprint created in a Mk.1 Blueprint Designer can be added to a Mk.2 or Mk.3 Blueprint Designer (since it will fit). Additionally, for example, a blueprint created in a Mk.2 Blueprint Designer can be added to a Mk.3 Blueprint Designer, but cannot be added to a Mk.1 Blueprint Designer.
Categories
Blueprint categories and sub-categories are part of the save game file, and if a blueprint is shared, or moved from a different directory, the category information will not show up, and the added blueprints will show up in the Undefined Category.[8]
Once you see the Blueprint in the Undefined Category, you can move it to any category you wish.
★ IMPORTANT: Additional categories and/or sub-categories must be created first before they can be used by a blueprint.
Adding
To add a Category or Sub-Category, in the Blueprint Designer User Interface when there is no blueprint on Blueprint Designer Pad, click on Set Directory, then Add Category or Add Subcategory, followed by completion of another Dialog, then Apply Changes, then click [X] Button (to close Directory Dialog).
After creation of a new category and/or sub-category , it is recommended you move one blueprint there to prevent issues.
Moving
To move an existing blueprint to a new category and/or sub-category, in the Blueprint Designer User Interface when there is no blueprint on Blueprint Designer Pad, click on Set Directory and then Edit (you will see a white square surrounding Blueprints). You can then drag any desired Blueprints to whatever Category / Sub-Category you wish. When done click Apply Changes followed by clicking [X] Button (to close Directory Dialog).
Blueprint files
Naming
- Blueprint names can use most characters. except as indicated below.
- CAUTION To avoid game issues, blueprint names should not start or end with a Space or a . (period). Additionally, blueprint names should not contain an ' (apostrophe), or any of the following Windows Reserve Characters:
Saving
- Prior to saving, make sure you add any new Category and/or Subcategory if desired (see above).
- In Blueprint Designer Console UI enter:
- Blueprint Name
- The Blueprint Name character limit is designed to prevent issues when using the blueprint build menu.
- Game does not use Natural Sorting Order, but uses Alphabetical Sorting so Blueprints with names like z1, z2, z11, will be sorted like z1, z11, z2.
- It is recommended, if desired, to use zeros "0" in your Blueprint Names like z001, z002, z011, which will then sort correctly using Alphabetical Sorting.
- Blueprint Description (Optional)
- The use of the Blueprint Description allows more characters than the Blueprint Name, and provides more information about the use of the blueprint.
- Click on Set Directory and select the added Category (you should see "+ Add Blueprint Here", and when clicked you will see the Blueprint Name you chose along with "New") and then click [X] Button (to close Directory Dialog).
- Blueprint Name
- In Blueprint Designer Console UI verify that correct Directory is shown, and when satisfied click on Save Blueprint. You should now be able to find the New Blueprint in the Category / Sub-Category you chose.
Save Location
- Blueprints are contained in their own Session Name Directory.[9][10]
- At least one Blueprint Module must be created and saved in order for the Blueprint Directory to be created.
- ★IMPORTANT: Blueprint Modules are NOT saved in the same location as the game save files and as such are not automatically cloud synced.[11][12] This means you will manually have to back up your Blueprint Files periodically to a location not used by the game. This also means that blueprints will not persist between sessions on cloud gameplay services such as GeForce NOW.
- Blueprints are not global to prevent players from starting a new game session with all previously made Blueprints already available.
- Players can choose to move Blueprints over to new Game Session Directory if they want.
Single Player
Both Steam and Epic Games version use the same PATH depending on OS used.
- Linux:
~/.steam/root/steamapps/compatdata/526870/pfx/drive_c/users/steamuser/AppData/Local/FactoryGame/Saved/SaveGames/blueprints/{SESSION NAME}
- Windows (either Path will work):
- Path 1:
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames\blueprints\{SESSION NAME}
- Path 2:
\Users\<your Windows username>\AppData\Local\FactoryGame\Saved\SaveGames\blueprints\{SESSION NAME}
- Path 1:
Dedicated Server
Both Steam and Epic Games versions of the game use the same blueprint directory.
- Linux:
~/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/{SESSION NAME}
- Windows (User):
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames\blueprints\{SESSION NAME}
- Windows (NSSM):
%WINDIR%\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames\blueprints\{SESSION NAME}
- Windows Server (Windows Service):
%WINDIR%\ServiceProfiles\NetworkService\AppData\Local\FactoryGame\Saved\SaveGames\blueprints\{SESSION NAME}
- Note: The first time the Windows Service paths are accessed (NSSM or Windows Server Service), it is necessary to manually navigate through the folder structure using File Explorer and grant access to each of the folders as they are opened, using a user account with administrative rights.
Types
- Blueprints consist of two separate files: [13]
- Blueprint Module (.sbp) - This holds the Blueprint Layout / Design information.
- Blueprint Config File (.sbpcfg) - This holds the information about:
- Blueprint Description.
- Icon used.
- Icon Color used.
Sharing
- Players only need to share the actual Blueprint Module (.sbp) and not the related Blueprint Config File (.sbpcfg).
- These websites are dedicated to the sharing of Blueprints where the .sbp files (and optionally the .sbpcfg files) may be uploaded, or downloaded and placed in the appropriate Blueprint directory on the Player's PC.
- ★ IMPORTANT: The game save must be reloaded before any shared blueprints that are downloaded will show up in the blueprint build menu.
Removal
- Blueprint Modules can be removed at any time.
- ❗ WARNING: By removing a Blueprint it will be deleted from your computer. This cannot be undone, even if you load an older Game Save file.
Transfer to new game save
Your blueprint files can be transferred from another game save session to a new game save session using the following steps:
- In the new game save session, you need unlock the blueprint designer in Tier 4, Milestone 1, FICSIT Blueprints.
- Complete Space Elevator Phase 1 to unlock Tier 3 / Tier 4.
- (OPTIONAL) You can use the Awesome Shop - Parts to purchase the needed ingredients to make Smart Plating needed to complete Space Elevator Phase 1.
- In the new game save session, once the blueprint designer is unlocked, you need to use it to make one Blueprint, say a 4x4 foundation blueprint, and save it.
- Doing this will create the Blueprint Save Location / Directory for that game save session on your PC.
- Go to the blueprint save file location (see above) on your PC for the other game save session, and transfer any desired blueprints to the new game save session blueprint save file location.
- ★ IMPORTANT: The game save must be reloaded before any blueprints that are transferred will show up in the blueprint build menu.
To-Do List
Blueprints can be added at any time to the To-Do List.
Tips
- You can build already existing blueprints again in the blueprint designer. For example, if you create a 4 identical constructor levels inside the blueprint designer, you only have to build the first one manually. After you have finished level 1, save it as a new blueprint. Then select that blueprint and place it right above the existing buildings in the blueprint designer. You immediately have level 2. Then place it again for level 3 and for level 4. Now save the entire blueprint again and you have an 4 story constructor assembly with little more work than one story of it.
- The default blueprint icon color (which is not available as a preset unless saved manually) is #5CAFC5.
- For production buildings and power generators, any ingredients or fuel in the Input Buffer, or items in Storage Containers, will be saved when the blueprint is saved and become immediately available when blueprint is placed (CREDIT: Reddit Member u/MatthewMMorrow [14]).
Gallery
History
- Patch 1.0:
- Introduced Blueprint Designer Mk.2 and Mk.3
- Renamed Blueprint Designer to Blueprint Designer Mk.1
- Patch 0.8.2.0
- You can now sample blueprints from dismantle mode
- Pillars can partially intersect the edges of the Blueprint Designer again
- Patch 0.8.0.5: Fixed Blueprints saved over old Update 7 Blueprints having weird issues and crashing when the Blueprint contained Pipelines
- Patch 0.8.0.3
- Fixed the Railways, Hypertubes and Pipelines visually having incorrect rotation when set via Blueprint
- This may also fix sinking/incorrectly rotated foundations in some scenarios
- Fixed the FICSIT Blueprints milestone not showing the Blueprint Designer in the unlock list
- Fixed the Railways, Hypertubes and Pipelines visually having incorrect rotation when set via Blueprint
- Patch 0.8.0.0
- Added a directional indicator to the Blueprint hologram
- Added a Blueprints Dismantle Mode that can be switched on in the regular Dismantle Mode, allowing an entire Blueprint to be dismantled at once
- Added Quick Switch functionality to Blueprints, allowing the player to quickly switch between Blueprints in the same sub-category
- Added Sample functionality to Blueprints (can only be sampled when in Blueprint Dismantle Mode)
- Patch 0.7.1.1
- Fixed a very rare crash related to the build effect while building Blueprints
- Fixed being able to place Coal generators at the edge of Blueprints and still have them hook to power
- Fixed Multiplayer and Dedicated Server Clients not being able to place Power Poles off a Power Cable in the Blueprint Designer
- Patch 0.7.0.8: Fixed hologram clearance showing up in the Blueprint build effect
- Patch 0.7.0.7
- Fixed being unable to save Blueprints in sessions with names with empty spaces
- Temporary fixes to Blueprint snapping in Foundations, this should make it so Blueprints no longer sink in-between foundations
- Patch 0.7.0.6
- Fixed being able to build Geothermal Generators in the Blueprint Designer
- Fixed a duplication bug with the Blueprint Designer
- Fixed being able to access the Blueprint Designer window while the image browser or color picker is open
- Fixed Drone Stations breaking when placing via Blueprint
- Fixed an issue where the Blueprint info would still be shown in the info box after removing a Blueprint
- Fixed newly created Blueprints not retaining their selected category/subcategory when saving for the first time
- Patch 0.7.0.5
- Fixed boomers clearance for Blueprint holograms
- To-Do list now supports Blueprints
- Walkways and Pillar should now affect Blueprint size
- Railroad tracks should now properly display when placing a Blueprint hologram
- Blueprints should now snap to the sides of foundations when aiming close to the edge unless Snap To Guidelines is held
- Fixed a crash caused by snapping Blueprints to walls
- Fixed a crash when placing a Blueprint in the Blueprint Designer
- Fixed deletion of Blueprints not properly propagating from Host to Clients
- Patch 0.7.0.4
- Fixed invisible buildings built from Blueprints when reconnecting to Dedicated Servers
- Fixed an issue where the center point of Blueprints was not perfectly aligned to gird
- Fixed a rotation issue when snapping Blueprints in a certain way
- More improvements to Blueprint snapping to Foundations
- Fixed a scenario where buildings could be placed half in, half out of a Blueprint designer when being placed as part of an existing blueprint
- Fixed some Blueprint snapping issues when aiming at the ground
- Added Blueprint snapping for Walls
- Patch 0.7.0.3
- Fixed Double Wall Outlet allowing circuits from outside the Blueprint Designer to connect to those inside of it
- Fixed issue with snapping Blueprints vertically when aiming on the side
- Patch 0.7.0.2
- Fixed a crash related to the build effect on Blueprints
- Better fix for invalid character names in Blueprints
- Fixed some scenarios where Railways, Conveyor Belts and Pipelines could be placed through the floor of the Blueprint Designer
- Fixed issues with holograms not detecting the edges of the Blueprint Designer
- Fixed Blueprints Milestone being displayed incorrectly
- Patch 0.7.0.1
- Fixed Blueprints containing special buildable's that get auto created by other buildable's (Like Sign poles, railroad track switches, etc) not being able to be loaded
- Assorted fixes to Blueprint Hologram snapping
- Fixed being able to save Blueprints with invalid characters in the filename
- Fixed crash for players who have invalid characters on their session names when attempting to save a blueprint
- Fixed a crash for Multiplayer Clients or Dedicated Server Clients when placing a Blueprint that has the AWESOME Sink
- Fixed a crash for Multiplayer Clients or Dedicated Server Clients when loading a blueprint before data is properly synced with host
- Fixed Multiplayer Clients or Dedicated Server Clients Blueprints showing up in Blueprint selection when those Blueprints don’t exist on Server
- Hopefully improved UX of what directory a Blueprint goes to when loading an old Blueprint or when saving a Blueprint with the same name
- Patch 0.7.0.0: Introduced
References
- ↑ YouTube - NEW Blueprint features doctors dont want you to know about - Directional Arrow
- ↑ YouTube - NEW Blueprint features doctors dont want you to know about - Use of Nudge Mode
- ↑ YouTube - What's in 1.1? - Vertical Nudge Mode
- ↑ YouTube - NEW Blueprint features doctors dont want you to know about - Use of Blueprint Dismantle Mode #1
- ↑ YouTube - Update 8 Quality Of Life Features will blow your MIND - Dismantle Filter
- ↑ YouTube - Update 8 Quality Of Life Features will blow your MIND - Blueprint Dismantle Filter Type
- ↑ YouTube - NEW Blueprint features doctors dont want you to know about - Use of Blueprint Dismantle Mode #2
- ↑ YouTube - Update 7 Release Stream (Experimental) - Blueprint Categories and Sub-Categories
- ↑ YouTube - What does the NEW machine do in Satisfactory? - Blueprint Save File Locations
- ↑ YouTube - Blueprint File Save Locations - Update 7 Experimental Release Live Stream - November 15, 2022
- ↑ YouTube - What does the NEW machine do in Satisfactory? - Blueprint Cloud Sync Info
- ↑ YouTube - February 21st, 2023 Livestream - Q&A: Why aren't Blueprints being Cloud Synced?
- ↑ YouTube - Blueprint File Types - Update 7 Experimental Release Live Stream - November 15, 2022
- ↑ Reddit - For blueprints, items in a building input or storage containers will be included when built.