Personal Sandustry Blueprint module pasted in open space for testing

Factory planning · Blueprint mechanics

Sandustry Blueprints Guide: Save, Import, Alt+C Unified Pipes & Wire Limitations

The Blueprint system allows prospectors to copy, save, export, and import modular factory units — including community-designed factory layouts shared as Blueprint strings. Follow this guide to master marquee selection, create unified blueprints combining structures and pipe networks with Alt+C (Update #4), and troubleshoot logic gate wire disconnections. Looking for community factory designs? Browse the Blueprint Hub at /blueprints/.

Blueprint Shortcuts
C (Select) · Ctrl+C / Ctrl+V (Copy/Paste)
Unified Blueprints
Alt+C (Structures + Pipes in Update #4)
Pipes Mode
Select, move, and copy/paste pipes
Mirror Blueprint
Ctrl+H (Horizontal flip)

Interactive 2D Hub & Instant Strings

Looking for Ready-to-Use Blueprint Strings?

Browse community Sandustry modules in our interactive 2D canvas library. Inspect factory schematics, verify power & material balance, or copy popular community starter strings directly into your clipboard:

Inspect 2D →
Power & Energy

Single Cell Steam Engine

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Last Checked: 21 September 2026

Quick answer

How to Save and Import Blueprints in Sandustry (Update #4)

Press C and drag around structures to select them, or hold Alt+C to capture both structures and pipe networks into a unified blueprint (Update #4). Press Ctrl+C to copy, open Q → Blueprints, name the Clipboard History entry, and click Save. To import, paste the string under Q → Blueprints → Import and place it in open space first. Note that Logic Gate signal wires do not carry over upon import and must be manually reconnected.

On this page
  1. Save only a working module
  2. Community Blueprints & Sandustry Vault
  3. Unified blueprints: structures and pipes with Alt+C (Update #4)
  4. Select, copy, and save the tested layout
  5. Export and import deliberately
  6. Test every import in open space
  7. Blueprint import limitations: Logic Gate wiring
  8. Recover a bad placement immediately

01

Save only a working module

A Blueprint is most useful when it preserves a route that already accepts input, processes material, and clears its output. Run the module first. A visually complete structure can still fail when its direction, Filter rule, or clearance has not been tested.

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02

Community Blueprints & Sandustry Vault

Players frequently share optimal setups like the Compact "Matchbox" factory (v2.5) and Magius' Megafactory (v1.1) through community blueprint sharing sites such as Sandustry Vault.

These community designs can be imported directly using their blueprint strings to instantly solve specific production bottlenecks like clearing frames or voltblub husbandry.

03

Unified blueprints: structures and pipes with Alt+C (Update #4)

In earlier releases, pipes were excluded from marquee selection. Official Update #4 (v0.5.7) introduced the Alt+C shortcut: holding Alt+C while dragging a selection marquee selects both structures and pipe networks together, allowing you to save unified blueprints that preserve fluid connections alongside solid conveyors.

Additionally, players in Pipes Mode can now select, move, copy, and paste pipes using normal selection tools, and undo actions correctly take pipe alterations into account.

04

Select, copy, and save the tested layout

Press C (or Alt+C for unified structures and pipes) to draw a marquee box around your factory module. Use Ctrl+C to copy the selection into Clipboard History, open the Q menu, navigate to Blueprints, and save the module under an identifiable name.

Save the known-good layout

Selecting and copying a Blueprint module
Marquee selection of factory structures before saving.User-authorized in-game test · vanilla Early Access build · user save
Saving a Blueprint
The saved entry after the module was tested.User-authorized in-game test · vanilla Early Access build · user save

05

Export and import deliberately

Share a Blueprint string with its game version and a plain description of what it expects. Importing restores a layout, not the research state, materials, fluid supply, or terrain conditions that made the original factory work.

Share the string with its context

Exporting a Blueprint string
The export screen used for sharing blueprint strings.User-authorized in-game test · vanilla Early Access build · user save
Importing a Blueprint string
The import field before placement and validation.User-authorized in-game test · vanilla Early Access build · user save

06

Test every import in open space

Place the imported module away from a live line first. Trace inputs, outputs, Filter configuration, direction, and working clearance before it reaches the main factory. This makes failure cheap to diagnose and remove.

Blueprint Shaker pasted in open space
A pasted module inspected away from the live factory.User-authorized in-game test · vanilla Early Access build · user save

07

Blueprint import limitations: Logic Gate wiring

A common pitfall reported by the community (u/SoldadinBR) involves automated logic gates and door circuits. When exporting and importing a blueprint, the physical logic gate blocks and doors paste into the world correctly, but the connecting signal wires do not carry over in the blueprint payload.

When stamping any blueprint that relies on logic circuits, always leave clear access lanes to inspect and manually reconnect wire routes from sensors to logic gates and terminal doors before connecting the module to live production.

Blueprint Verification Checklist (Update #4)
Before savingBefore sharingAfter importing
Run the complete input-to-output loop.Record game version (e.g. v0.5.7).Stamp in open space away from main trunk.
Hold Alt+C to include pipe connections.Describe required inputs, power, and clearance.Verify conveyor flow, filters, and pipe bridges.
Check logic gate placement and sensor timing.Note that signal wires must be rewired.Manually reconnect wires on logic gates and doors.
Clear temporary test items before copying.Do not promise cross-version guarantees.Connect to live production only after checks pass.

08

Recover a bad placement immediately

If an imported or copied blueprint is stamped into the wrong location, use Undo to remove the mistake immediately. In Update #4, Undo accounts for both buildings and pipe segments. The safe practice remains stamping new layouts in clear open space first.

Questions answered

Solve the next
blockage.

How do I make a Blueprint in Sandustry?

Press C and drag around a tested module (or Alt+C to include pipes in Update #4). Use Ctrl+C to copy, open Q, switch to Blueprints, name the Clipboard History entry, and click Save.

How do I include pipes in a Sandustry Blueprint?

In Update #4 (v0.5.7), Lantto added the Alt+C shortcut. Holding Alt+C while dragging a selection marquee captures both structures and pipe networks into a unified Blueprint. You can also select and copy/paste pipes in Pipes Mode.

Where can I find Sandustry factory designs and blueprints?

Community-designed factory layouts (also called Sandustry designs or blueprints) are shared as copy-paste Blueprint strings on sandustryvault.com and in r/SandustryGame. The Blueprint Hub at /blueprints/ on this site mirrors popular verified community designs — including Gold sorters, Steam engines, and Wet Sand processors — with 2D layout renders and building requirements. To use a design, copy its SAND:BP:v2: string and paste it under Q → Blueprints → Import in-game.

How do I import a Sandustry Blueprint String?

Open Q, go to Blueprints, choose Import, paste the Blueprint String, and confirm. Place the result in open space first and test it before connecting it to production.

How do I share a Sandustry Blueprint?

From the Saved Blueprints list in the Q menu, select your module and click Export. Copy the generated string, specify your game version (e.g. v0.5.7), and note required inputs and clear drop zones.

Can I flip a Blueprint in Sandustry?

Press Ctrl+H while holding a Blueprint preview to horizontally mirror it. In Update #4 (v0.5.7), the engine was patched so mirrored Conveyor Portals stay properly paired with their matched counterparts.

Do Logic Gate wires stay connected after importing a Blueprint?

Community players report (u/SoldadinBR) that when importing a Blueprint containing Logic Gates or signal doors, the connecting wires do not carry over in the imported string. You must manually redraw the wire connections between logic components after pasting the layout.

Can I overwrite or replace existing factory blocks with a Blueprint?

Blueprints cannot directly overwrite occupied blocks. Clear the footprint first using the Demolisher tool or Marquee-select with C to delete the old section, then paste the new module.

Where do players find and share community blueprints (Sandustry Vault)?

Community players share blueprint strings on sandustryvault.com (often called the 'Sandustry Vault' or 'SandPrints'). You can copy 'SAND:BP:v2:' strings directly from sandustryvault.com and paste them into the in-game Import dialog (Q → Blueprints → Import). Our site's Blueprints Library mirrors popular verified submissions verbatim with original submitter credits.

Can I save an underground vault or megabase as a blueprint?

Yes. You can select large excavated rooms and foundation footprints up to the marquee limit. However, blueprints cannot clear existing terrain or overwrite unmined blocks; excavate the subterranean vault space first with Drills or Clearing Frames, then stamp your modular foundation layout.

Why does my imported Blueprint not work?

Check the game version, missing inputs, Filter configurations, conveyor belt directions, and whether signal wires on Logic Gates need to be manually re-established after placement.

Evidence notes

Confirmed first.
Tested second.

Source Wiki

  • The official Marquee feature allows selecting player-placed blocks to relocate, copy, or delete them.
  • Update #4 (v0.5.7): Holding Alt+C selects both structures and pipes, enabling prospectors to create unified blueprints.
  • Update #4 (v0.5.7): Pipes can be selected, moved, and copied/pasted in Pipes Mode using standard selection tools; Undo now accounts for pipes.
  • Update #4 (v0.5.7): Conveyor Portals correctly attach to their matched pair after mirroring with Ctrl+H.

Community-tested

  • Community-reported @ https://old.reddit.com/r/SandustryGame/comments/1wy3k2p/help_with_logic_doors/: Players report that Blueprint strings do not preserve wire connections on Logic Gates or Door circuits upon import, requiring players to manually re-wire signals after pasting.
  • Community-reported @ https://old.reddit.com/r/SandustryGame/comments/1wwh8j9/why_are_people_focused_on_building_small/: Factory builders emphasize compact sub-assembly modules (e.g. Matchbox footprints) to isolate logistics boundaries before stamping multiple blueprint copies.

These are useful player examples, not official specifications.