Prepare a module worth copying
Run the factory module until its input, output, filters, and overflow all work without manual rescue. Empty temporary construction material and close accidental openings before selecting it. A Blueprint preserves the chosen structures, including mistakes that were easy to ignore in the original location.
Decide where the repeatable boundary starts and ends. Include the machines and local transport needed by the module, but leave shared storage, terrain-specific shafts, and long factory trunks outside the selection when they will change at the destination.
- Stop material input before copying.
- Clear loose piles that hide structure edges.
- Include local filters and overflow walls.
- Exclude terrain that cannot be reproduced by the Blueprint.
Select, copy, and test the captured area
Press C and drag a box over the complete module. Check the selection boundary from every side, then use Ctrl+C to copy it. Move to an open test area and press Ctrl+V to preview or place the captured structures.
Compare the pasted input and output edges with the original. A missed Filter, Thermal Buffer, wall tile, or Launcher can make the copy look complete while changing how material moves. Delete the bad copy and repeat the selection rather than patching every future placement.
Copy pipes with structures in 0.5.7
Hold Alt+C when selecting to include both structures and pipes, then copy and paste the selection. In Pipes Mode, the normal selection tools can also move and copy pipes. After a horizontal mirror, inspect Conveyor Portal pairings: Update #4 fixes the earlier wrong-pair bug.
Find and organize saved Blueprints
Press Q to open the Building page. The copied Blueprint appears automatically and displays its structure count in the observed tutorial. Use that count as a quick check when two saved designs have similar shapes.
Keep separate Blueprints for stable modules such as the Wet Seed washer, Press drop, or planter output split. The current evidence does not show a full naming workflow, so confirm each thumbnail and structure count before placing it in a live factory.
Move all Blueprints to another save
Open the old save and its Blueprints tab. Choose Export all, use the right-hand export icon and confirm. Return to the menu, load the destination save, open Blueprints → Import and paste with Ctrl+V. The September discussion confirms this bulk transfer; keep the exported text before changing saves and test one imported module.
Flip the layout and reconnect interfaces
Ctrl+H flips the selected Blueprint horizontally. The supplied tutorial does not demonstrate rotation or a vertical mirror, so use the verified horizontal flip and inspect directional structures after placement.
A flipped module still needs new connections to local storage, heat, Water, and terrain. Check the input side, both product exits, and overflow direction before opening the factory feed.
Check imported logic before connecting live input
A successful import is not proof that every logic connection is valid. Inspect the endpoints, signal source and controlled Door; compare the placed wiring with the original before assuming the production layout is broken.
Test one connection at a time with material supply stopped. Watch the source signal and whether the intended Door responds. A September community case involved missing or invalid connections; that does not establish a fault in every imported Blueprint.
Common questions
Where are Blueprints saved?
Open the Building page with Q and look for the Blueprints section.
How do I share a Blueprint?
Use Export and copy the generated string. The recipient uses Import, Paste, and Confirm.
Can I rotate a Blueprint?
The verified tutorial only proves horizontal flip with Ctrl+H.