Sandustry Blueprints: Import, Export and Reuse Layouts

Learn the Sandustry blueprint workflow: save a tested module, export its string, import shared designs, and validate inputs and outputs before scaling.

Sandustry blueprints let you preserve a working factory selection and place it again later. The most dependable workflow is to prototype with ordinary copy and paste, save a module only after it works, then import or export it through the Blueprints menu.

Save a working module

The community workflow documented in the collected guide is:

  1. Select the factory section you want to preserve.
  2. Open the Blueprints entry from the building interface.
  3. Choose Save as Blueprint and give the design a name that describes its job.

Keep blueprints focused on one production or logistics task. A compact, tested module is easier to place, inspect, and adapt than a giant snapshot of an unfinished factory.

Export a design as a string

After saving a blueprint, use the export action to turn it into a blueprint string. The string is the handoff format for moving a design outside the current library or sharing it with another player. The collected tutorial does not provide a canonical public catalogue or guarantee that every shared string remains compatible across game versions.

Import and place a shared blueprint

Do not paste a shared string directly into the world. The documented import path is:

Q → Blueprints → Import → Paste Blueprint String → Confirm

Once confirmed, the design becomes available for selection and placement. Place it in an open test area first, then check orientation, inputs, outputs, and clearance before connecting it to the main factory.

Validate before scaling

Blueprints preserve a layout; they do not prove that the surrounding factory can feed it. Test the imported design with the resources and logistics it expects, then inspect for blocked conveyors, incorrect pipe levels, and outputs that have nowhere to go.

The practical value is repeatability: keep modules that solve a problem you have already verified, edit the final part when your terrain differs, and avoid saving every temporary experiment. The collected material contains community tutorials and a blueprint-sharing site, but no directly relevant official Steam blueprint documentation.