1,580 ratings
Mod, 1.0
File Size
0.654 MB
Jun 22, 2016 @ 4:54am
Jul 31 @ 2:05pm
36 Change Notes ( view )

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Blueprints allow the quick construction of repetitive rooms/areas.

Create blueprint
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.

NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.

Place blueprint
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.

NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space.

Rename, import & export blueprints
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear. You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.

NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.

- Raccoon & Haplo: German translation
- duduluu: Chinese translations
- rgponce: Brazilian Portuguese translation
- Bronytamin: Russian translation
- Nils de Lumière: French translation
- Butter-Knife: Japanese translation
- 53N4: Spanish translations
- Kirill:
- Seo. Junmin: Korean translation
- Proxyer: Update Japanese translation

Think you found a bug?
Please read this guide before creating a bug report, and then create a bug report here[github.com]

Older versions
All current and past versions of this mod can be downloaded from GitHub[github.com].

All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

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This is version 2.7.102, for RimWorld 1.0.2282.

Popular Discussions View All (3)
Dec 20, 2016 @ 7:22am
Compatibility with A15?
Aug 17, 2018 @ 5:27am
Can blueprints save zone data?
Thom Blair III
Jul 17 @ 4:55pm
blueprint to 7zip
< >
EvilNecroid Oct 6 @ 12:22am 
i removed a BP and then created it again and it wouldnt let me give it the same name saying that it already exists even tho i removed it
Fluffy  [author] Oct 5 @ 3:17am 
@酱油菜,请指导; it looks like you translated the description. Thanks, I guess? If you had a question, it was lost in translation.
酱油菜,请指导 Oct 4 @ 9:12pm 
Fluffy  [author] Aug 30 @ 10:25am 
@SovietAmerica; yes.
@Spotter: Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”.

On windows, that would be in `C:\Users\<USER>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Blueprints`
Spotter Aug 29 @ 5:39pm 
Where are the blueprints saves again? :steamfacepalm:
SovietAmerica Aug 23 @ 6:44pm 
is this an existing save safe mod?
Fluffy  [author] Aug 21 @ 11:09pm 
@JinnTacc; you may have exported a blueprint of that name in the past? Try right clicking the 'create blueprint' button.

If that's not it, then I'm not sure what's happening. It'd be helpful if you could provide an output_log, as well as steps that can reproduce the problem.
JinnTacc Aug 21 @ 8:48pm 
i use export agency, and this mod, and my blueprints keep disappearing. when i go to remake the blueprint it says one already exists. but i dont see it anywhere? any ideas?
Riddick Aug 20 @ 5:35am 
@Fluffy i'll provide one later when i get the time to run it again :)
Fluffy  [author] Aug 20 @ 5:23am 
@Avalon; I can't help you without an output_log. I haven't done anything to the mod in a while, so it's likely something erroring on your end.