MOD Desc
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[]

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

All original code in this mod is licensed under the MIT license[]. 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[].

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[], so license information in the source code is preserved.


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This is version 2.17.133, for RimWorld 1.2.2719.


thats true, im pretty sure everyone can agree with me when i say,if you go ahead with the plan :-you take as much time as you need to iron out everything, im pretty sure we’d all support you however we can :), even if it’s a sort of weekly update thing that only adds 5 blueprints a week, this kind of idea its better to look at the end-goal then whats being done,if it works, then we’d all have a catalogue that rivals a argos (walmart for america) catalogue in size full of multiple cool looking buildings, long as i’m able to i for one am more then willing to help out where i can . .if you dont :-then not to worry, last thing we’d want is you to feel like we’re demanding you bear fruit for this idea, end of the day, you do you, we just have to sit and wait like good community members xD.all the best with your plans =)

Exception in UIRootUpdate: System.IndexOutOfRangeException: Array index is out of range. at Verse.TerrainGrid.TerrainAt (IntVec3 c) [0x00000] in :0 at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in :0 at Blueprints.BuildableInfo.CanPlace (IntVec3 origin) [0x00000] in :0 at Blueprints.BuildableInfo.DrawGhost (IntVec3 origin) [0x00000] in :0 at Blueprints.Blueprint.DrawGhost (IntVec3 origin) [0x00000] in :0 at Blueprints.Designator_Blueprint.SelectedUpdate () [0x00000] in :0 at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00000] in :0 at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in :0 at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in :0 Verse.Log:Error(String)RimWorld.UIRoot_Play:UIRootUpdate()Verse.Root:Update_Patch1(Object)Verse.Root_Play:Update()

1.1 made some dramatic changes that affect mod compatibility, notably an upgrade to a recent version of unity, and moving from .NET 3.5 (C# 3.0) to .NET 4.7.2 (C# 7.0). At the very least, this means all my mods will have to be recompiled, and in many cases, I will also need to make some more meaningful changes. 1.0 VERSIONS OF MY MODS WILL NOT WORK ON 1.1 so please don’t even try So when will you update your mods? I will be updating my mods over the coming week. New (pre) releases will be released on GitHub [] . Will 1.0/1.1 versions be on steam? I will try to keep my mods on steam in sync with the current stable release. I do not want to maintain separate versions of my mods on steam, so I will not create new 1.1 entries for my mods, or leave 1.0 entries for old mods. Anyone who wants to be ahead or behind the curve can download my mods from GitHub.

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