3,437 ratings
Mod, 1.0, 1.1, 1.2
File Size
1.507 MB
Jun 22, 2016 @ 4:54am
Dec 22, 2020 @ 10:49am
49 Change Notes ( view )

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In 1 collection by Fluffy
Fluffy Mods
19 items
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 - Seo. Junmin: Korean translation - Proxyer: Update Japanese translation

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

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.


Become a supporter and show your appreciation by buying me a coffee (or contribute towards a nice single malt).


This is version 2.17.137, for RimWorld 1.2.2753.

Popular Discussions View All (3)
Dec 11, 2020 @ 4:10am
"Space is already Occupied" Bug
Black Puppet
Jun 23, 2020 @ 12:00am
Using Blueprints to reinstall at different location
Jan 14 @ 3:02am
Moving the "Blueprint"-button to somewhere else
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RighTy🏠 Dec 30, 2020 @ 7:35am 
I found a quick-fix! Right-click then quickly drag the mouse away from the blueprint icon, then the "menu" is still open, and I can delete the messed up blueprint! :praisesun:
RighTy🏠 Dec 30, 2020 @ 7:34am 
Is it possible to remove blueprints that are messed up? (Dno why, maybe due to removed mod) then I try right-clicking like you normally do, it just toggles on/off REALLY fast. The blueprint is dead. Other / new blueprints work fine :steamhappy:
Rev0luti0nary Dec 21, 2020 @ 1:28pm 
I was able to figure out. I was trying to export from an old saved game. Probably that saved was bad due to different mods or something. All good now. thanks! Amazing mod!
Rullande bjälke Dec 21, 2020 @ 12:36pm 
i was apparently to late to help you with school sorry bout that.
Rev0luti0nary Dec 19, 2020 @ 6:35am 
When I right click on the BP, it makes a sound but there isnt a menu to rename, export or delete. It isnt showing at all. Any ideas?
zyMex Dec 19, 2020 @ 4:50am 
I really love this mod, someone just reminded me that i can "export" blueprints for use in new saves. Thats REALLY great when doing modding and constantly need to do testing and new saves... :D

One idea / "complaint" i had was i was just setting up a bunch of blueprints so i had them all laying around for testing...
but i would REALLY love if they change Icon Color to Purple or something when they are marked "for export" that would visually do it much easier to see if its already checked for export or even maybe added to imported ones too?

so you quickly can see if your "bedroom preset" is exported properly, and if its that one you just made or its a import from a previous save =)
nenemarista9700 Dec 9, 2020 @ 6:26am 
What a fucking god. Asking help from rimworld on your research. Just done it Dr. Fluffy, good luck!
Wv Hawk vW Dec 8, 2020 @ 4:33pm 
Good luck getting your PhD!
Brigand231 Dec 7, 2020 @ 10:04pm 
c67f Dec 6, 2020 @ 8:08pm 
Can this be installed on an existing save?