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(It was the windows btw)
Do a quick test by drag blueprints over the furniture you suspect(probably especially those overlays above), if the error was thrown, then dismantle it then you should be able to create a blueprint.
My error log as below:
Exception in UIRootUpdate: System.InvalidCastException: Specified cast is not valid.
at Blueprints.BuildableInfo.DrawGhost (Verse.IntVec3 origin) [0x000b9] in <033d2849ebeb4b36831829ebf436a254>:0
at Blueprints.Blueprint.DrawGhost (Verse.IntVec3 origin) [0x00015] in <033d2849ebeb4b36831829ebf436a254>:0
at Blueprints.Designator_Blueprint.SelectedUpdate () [0x00025] in <033d2849ebeb4b36831829ebf436a254>:0
at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00013] in <95de19971c5d40878d8742747904cdcd>:0
at (wrapper dynamic-method) RimWorld.MapInterface.RimWorld.MapInterface.MapInterfaceUpdate_Patch1(RimWorld.MapInterface)
at (wrapper dynamic-method) RimWorld.UIRoot_Play.RimWorld.UIRoot_Play.UIRootUpdate_Patch1(RimWorld.UIRoot_Play)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) RimWorld.UIRoot_Play:RimWorld.UIRoot_Play.UIRootUpdate_Patch1 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()