In other languages: Deutsch Русский Українська 简体中文

Blueprint: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
(New navigation organisation)
m (capitalization)
(37 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{Languages}}
{{Languages}}
{{:Blueprint/infobox}}
{{:Infobox:Blueprint}}


Blueprints are a smart way to 'copy & paste' parts of a factory with help of [[Construction robot]]s.
'''Blueprints''' are items that contain building layouts. Blueprints are used to 'copy & paste' parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a [[entity ghost|ghost]] of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to [[construction robot]]s for automated completion.
 
Blueprints can be stored in a [[blueprint book]]. This can store an unlimited amount of blueprints while taking only one inventory spot.


== Achievements ==
== Achievements ==
{{Main|Achievements}}
{{Achievement|automated-construction}}
Blueprints are directly connected to the following achievements:
{{Achievement|you-are-doing-it-right}}
; Automated construction
: Construct 100 machines using robots.
; You are doing it right!
: Construct more machines using robots than manually.


== Usage ==
== Usage ==


Blank blueprints can be crafted in the crafting menu in the top row of the production tab. The blank blueprint can now be used to 'copy' a set of buildings.
Blank blueprints can be crafted by clicking the 'new blueprint' button in the blueprints dialog, or the ( [[File:Blueprint_button.png|20px]] ) button in the [[shortcut bar]].
This dialog is opened by pressing {{Key|B}} or clicking the blueprint icon above the mini-map.
 
The blank blueprint can now be used to 'copy' a set of buildings.


For example, copying this small laser defense setup:  
For example, copying this small laser defense setup:


[[File:Blueprint-example-01.png]]
[[File:Blueprint-example-01.png]]
Line 22: Line 23:
=== Create a blueprint ===
=== Create a blueprint ===


To create a blueprint select the blueprint item out of the toolbar or the inventory. With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed. All buildings which will be included in the blueprint will be highlighted with a green square. Once everything to 'copy' is inside the drag box, release the mouse button, and the 'Blueprint icon setup' menu will open.
To create a blueprint select the blueprint item out of the toolbar or the inventory.
With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed.
All buildings which will be included in the blueprint will be highlighted with a green square.
Once everything to 'copy' is inside the drag box, release the mouse button, and the 'Blueprint icon setup' menu will open.


[[File:Blueprint-example-02.png‎]]
[[File:Blueprint-example-02.png‎]]
Line 28: Line 32:
=== Blueprint icon setup ===
=== Blueprint icon setup ===


On the top left of the 'Blueprint icon setup" menu there are four icon slots. The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included. This can be changed by simply clicking on the icons to choose the desired ones.  
On the top left of the 'Blueprint icon setup" menu there are four icon slots.
The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included.
This can be changed by simply clicking on the icons to choose the desired ones.


On the top right there are two icons to 'create blueprint' and 'cancel blueprint'. The 'create blueprint' icon will also show a preview of how the blueprint icon will look after creation. The 'Blueprint preview' just shows the preview of the blueprint.
On the top right there are two icons to 'create blueprint' and 'cancel blueprint'.
The 'create blueprint' icon will also show a preview of how the blueprint icon will look after creation.
The 'Blueprint preview' just shows the preview of the blueprint.


On the bottom the 'Total' number of buildings included in the blueprint is shown.
On the bottom the 'Total' number of buildings included in the blueprint is shown.


Finally, create the blueprint if everything is fine or cancel it. Cancelling does not consume the blueprint item. The created blueprint will be in the toolbelt or the inventory (or dropped to the ground if no toolbelt/inventory slot is available).
Finally, create the blueprint if everything is fine or cancel it.
Canceling does not consume the blueprint item.
The created blueprint will be in the tool belt or the inventory (or dropped to the ground if no tool belt/inventory slot is available).


[[File:Blueprint-example-03.png‎]]
[[File:Blueprint-example-03.png‎]]
Line 40: Line 50:
=== Placing the blueprint ===
=== Placing the blueprint ===


To use/place the created blueprint select it from the toolbelt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. It is possible to place it rotated, press the default key "R" to rotate. The blueprint can be placed anywhere inside the green (or orange) 100x100 area of a [[Roboport]], or within range of a [[personal roboport]] installed in [[basic modular armor|modular armor]].
To use/place the created blueprint select it from the tool belt or inventory.
The whole building setup of the blueprint will be shown at your mouse cursor.
In this case the Blueprint was renamed to "Example blueprint".
It is possible to place it rotated, press the default key {{keybinding|r}} to rotate.
The blueprint can be placed anywhere inside the green (or orange) 110×110 tiles area of a [[roboport]], or within range of a [[personal roboport]] installed in [[modular armor]].


[[File:Blueprint-example-04.png‎]]
[[File:Blueprint-example-04.png‎]]


After the blueprint gets placed somewhere, the buildings are placed as ghost buildings. [[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings. The required items need to be in the network in an [[Active Provider chest]], a [[Passive Provider chest]] or a [[Storage chest]].
After the blueprint gets placed somewhere, the buildings are placed as ghost buildings.
[[Construction robot]]s will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings.
The required items need to be in the network in an [[active provider chest]], a [[passive provider chest]] or a [[storage chest]].


[[File:Blueprint-example-05.png‎]]
[[File:Blueprint-example-05.png‎]]
Line 50: Line 66:
=== Viewing and clearing a blueprint ===
=== Viewing and clearing a blueprint ===


Right clicking on a blueprint allows you to can view and clear it. By clearing it, it will become blank can be set again. Clearing no longer requires an [[Electronic circuit]] since 0.13.
Right clicking on a blueprint allows you to can view, edit and clear it.
By clearing it, it will become blank so it can be set again.
 
== Importing/Exporting blueprints ==
 
It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy. The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself.
 
A complete explanation of the blueprint JSON can be found on the [[blueprint string format]] page.


== Additional information ==
== Additional information ==
Line 56: Line 79:
* Once a blueprint is created it can be used unlimited times.
* Once a blueprint is created it can be used unlimited times.
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren't blocked.
* To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren't blocked.
* Buildings marked for destruction will not block placing a blueprint. The building cannot be placed until a construction bot can remove it. This can cause an item outside the construction zone to block construction of a 2x2 building on the edge of the zone.
* The above trick will also mark rocks and trees for deconstruction.
* It is unknown if there is a limit for the size of a blueprint. But it is at least bigger then one screen, even when zoomed out all the way.
* Buildings marked for destruction will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2×2 building on the edge of the zone.
* Placing very large blueprints can be problematic when parts of it are out of the roboport construction area. If roboports are part of the blueprint and are placed inside the construction area they will extend the logistics zone as soon as it is powered up.
* The size limit of blueprints is 10k by 10k [[tile (unit)|tile]]s.
* Since 0.13, blueprints can be stored in a [[Blueprint book]]. This can store many blueprints while taking only one inventory spot.
 
* Editing a blueprint is not possible, it always has to be re-created after clearing.
== History ==
{{history|0.17.10|
* "Make blueprint" function is now accessible via keyboard shortcut.}}
 
{{history|0.17.0|
* Trains can be blueprinted.}}
 
{{history|0.15.24|
* In multiplayer, admins are allowed to modify other players' blueprints in the library, including deleting them.}}
 
{{history|0.15.3|
* Blueprints can be destroyed by clicking the trash can icon in the GUI.}}
 
{{history|0.15.0|
* Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.
* The build rotation of each blueprint is remembered independently of the general item build rotation.
* Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
* Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
* Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.}}
 
{{history|0.14.15|
* Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.}}
 
{{history|0.13.13|
* Added [http://lua-api.factorio.com/latest/LuaEntityPrototype.html entity prototype flags] not-blueprintable and not-deconstructable, so these can be controlled by mod makers.}}
 
{{history|0.13.9|
* Added tips and tricks for pasting wagon slots and cycling in [[blueprint book]].}}
 
{{history|0.13.7|
* Rocks can be mined while holding blueprints.}}
 
{{history|0.13.5|
* Blueprints with labels will now show the label when holding them in the active hand.}}
 
{{history|0.13.0|
* Blueprints can now be edited.
* Added the [[blueprint book]] item, can hold multiple blueprints in one item.
* Modules are now supported by blueprints.
* Optimized drawing of connections between [[roboport]]s in blueprints.
* [[Circuit network#Virtual_signals|Virtual signals]] can be used in blueprint icons.
}}
 
{{history|0.12.2|
* Enabled swapping held blueprints with other blueprints directly.
* Force building blueprints will mark colliding trees for deconstruction.}}
 
{{history|0.12.0|
* Enabled mining trees/ghosts while holding blueprints to be built.
* Building blueprints over existing ghosts restores the ghost's life time.
* Proper blueprint centering.
}}
 
{{history|0.11.18|
* Blueprints can be built over things marked for deconstruction.
* Blueprints can be force built by shift clicking.
}}
 
{{history|0.11.10|
* Added [http://lua-api.factorio.com/latest/LuaItemStack.html Lua API] for reading/writing information from blueprints.}}
 
{{history|0.10.2|
* The rotation of turrets in blueprints no longer matters when testing for entity collision.}}
 
{{history|0.10.0|
* Blueprints can copy [[circuit network]] connections.
* Miners in blueprints are now ignored if they are non-functional.
* An [[inserter]]'s logistic conditions are copied when blueprinting.
}}
 
{{history|0.9.4|
* Limit the size of the blueprint preview, so it is usable for very large blueprints.}}
 
{{history|0.9.2|
* The [[train stop]] and [[lab]] built from blueprints are now given dedicated names.}}
 
{{history|0.9.0|
*Introduced}}


== See also ==
== See also ==
* [[Deconstruction planner]]
* [[Deconstruction planner]]
* [[Upgrade planner]]
* [[Blueprint book]]
* [[Blueprint book]]
* [[Logistic network]]
* [[Logistic network]]
Line 69: Line 170:
* [[Personal roboport]]
* [[Personal roboport]]
* [[Construction robot]]
* [[Construction robot]]
* [[Blueprint string format]]


{{ProductionNav}}
{{ProductionNav}}
 
{{C|Tools}}
[[Category:Items]]

Revision as of 15:30, 16 September 2019

Blueprint.png
Blueprint

Blueprint-example-03.png

Stack size

1

Prototype type

blueprint

Internal name

blueprint

Required technologies

None required

Blueprints are items that contain building layouts. Blueprints are used to 'copy & paste' parts of a factory. Built areas can be selected for inclusion in a blueprint. When a blueprint is placed, a ghost of the layout appears on the ground. This can be used as a guide for manually placing factory pieces, or, more commonly, handed over to construction robots for automated completion.

Blueprints can be stored in a blueprint book. This can store an unlimited amount of blueprints while taking only one inventory spot.

Achievements

Automated-construction-achievement.png Automated construction

Construct 100 machines using robots.

You-are-doing-it-right-achievement.png You are doing it right

Construct more machines using robots than manually.

Usage

Blank blueprints can be crafted by clicking the 'new blueprint' button in the blueprints dialog, or the ( Blueprint button.png ) button in the shortcut bar. This dialog is opened by pressing B or clicking the blueprint icon above the mini-map.

The blank blueprint can now be used to 'copy' a set of buildings.

For example, copying this small laser defense setup:

Blueprint-example-01.png

Create a blueprint

To create a blueprint select the blueprint item out of the toolbar or the inventory. With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed. All buildings which will be included in the blueprint will be highlighted with a green square. Once everything to 'copy' is inside the drag box, release the mouse button, and the 'Blueprint icon setup' menu will open.

Blueprint-example-02.png

Blueprint icon setup

On the top left of the 'Blueprint icon setup" menu there are four icon slots. The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included. This can be changed by simply clicking on the icons to choose the desired ones.

On the top right there are two icons to 'create blueprint' and 'cancel blueprint'. The 'create blueprint' icon will also show a preview of how the blueprint icon will look after creation. The 'Blueprint preview' just shows the preview of the blueprint.

On the bottom the 'Total' number of buildings included in the blueprint is shown.

Finally, create the blueprint if everything is fine or cancel it. Canceling does not consume the blueprint item. The created blueprint will be in the tool belt or the inventory (or dropped to the ground if no tool belt/inventory slot is available).

Blueprint-example-03.png

Placing the blueprint

To use/place the created blueprint select it from the tool belt or inventory. The whole building setup of the blueprint will be shown at your mouse cursor. In this case the Blueprint was renamed to "Example blueprint". It is possible to place it rotated, press the default key r to rotate. The blueprint can be placed anywhere inside the green (or orange) 110×110 tiles area of a roboport, or within range of a personal roboport installed in modular armor.

Blueprint-example-04.png

After the blueprint gets placed somewhere, the buildings are placed as ghost buildings. Construction robots will now start to pick up the needed items from the construction network/the player inventory (if using a personal roboport) and place them at the ghost buildings. The required items need to be in the network in an active provider chest, a passive provider chest or a storage chest.

Blueprint-example-05.png

Viewing and clearing a blueprint

Right clicking on a blueprint allows you to can view, edit and clear it. By clearing it, it will become blank so it can be set again.

Importing/Exporting blueprints

It is possible to export blueprints as a text string and import said text string to create a new blueprint. This makes sharing blueprints between players very easy. The text string itself is a base64 encoded, compressed JSON string which contains all the information of the blueprint. It is therefore possible to decode/decompress the text string, change attributes of the blueprint in the JSON text and finally re-encode/compress it back to the known text string format. This basically allows blueprint editing outside of the game itself.

A complete explanation of the blueprint JSON can be found on the blueprint string format page.

Additional information

  • Once a blueprint is created it can be used unlimited times.
  • To place a blueprint that is blocked by existing buildings you can hold shift to place the things that aren't blocked.
  • The above trick will also mark rocks and trees for deconstruction.
  • Buildings marked for destruction will not block placing a blueprint. The blueprinted building cannot be placed if there are any buildings in the way. This can cause an item outside the construction zone to block construction of a 2×2 building on the edge of the zone.
  • The size limit of blueprints is 10k by 10k tiles.

History

  • 0.17.10:
    • "Make blueprint" function is now accessible via keyboard shortcut.
  • 0.17.0:
    • Trains can be blueprinted.
  • 0.15.24:
    • In multiplayer, admins are allowed to modify other players' blueprints in the library, including deleting them.
  • 0.15.3:
    • Blueprints can be destroyed by clicking the trash can icon in the GUI.
  • 0.15.0:
    • Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.
    • The build rotation of each blueprint is remembered independently of the general item build rotation.
    • Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
    • Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
    • Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
  • 0.14.15:
    • Changed the clear blueprint icon to the trashcan icon and moved it to the left of the cancel button, to make it less confusing for users.
  • 0.13.7:
    • Rocks can be mined while holding blueprints.
  • 0.13.5:
    • Blueprints with labels will now show the label when holding them in the active hand.
  • 0.13.0:
    • Blueprints can now be edited.
    • Added the blueprint book item, can hold multiple blueprints in one item.
    • Modules are now supported by blueprints.
    • Optimized drawing of connections between roboports in blueprints.
    • Virtual signals can be used in blueprint icons.
  • 0.12.2:
    • Enabled swapping held blueprints with other blueprints directly.
    • Force building blueprints will mark colliding trees for deconstruction.
  • 0.12.0:
    • Enabled mining trees/ghosts while holding blueprints to be built.
    • Building blueprints over existing ghosts restores the ghost's life time.
    • Proper blueprint centering.
  • 0.11.18:
    • Blueprints can be built over things marked for deconstruction.
    • Blueprints can be force built by shift clicking.
  • 0.11.10:
    • Added Lua API for reading/writing information from blueprints.
  • 0.10.2:
    • The rotation of turrets in blueprints no longer matters when testing for entity collision.
  • 0.10.0:
    • Blueprints can copy circuit network connections.
    • Miners in blueprints are now ignored if they are non-functional.
    • An inserter's logistic conditions are copied when blueprinting.
  • 0.9.4:
    • Limit the size of the blueprint preview, so it is usable for very large blueprints.

See also