Blueprint Exchange Guides

Everything you need to capture, share, download and import BPX layouts.

A Tour of Blueprint Exchange

Everything the mod does, in the game. Click any picture to see it full size.

Start here

Start Blueprint Exchange: click the BPX icon in the bottom bar of Transport Fever 2. Build, Copy, Move, Delete, Share.

Subscribe on the Steam Workshop or mod.io, switch Blueprint Exchange on for your save (it can be added to a game you already have), and click the BPX icon in the bottom bar.

Everything starts from that one window: the Library of ready-made layouts, Capture, Copy, Move, Delete and Undo.

The Library

The Blueprint Exchange window: Capture, Import downloads, Copy, Move, Delete and Undo along the top, and the Library of built-in blueprints with icons and counts for what each holds
90 built-in blueprints to start with: stations, yards, junctions, hubs and every base-game industry. The icons show what each one holds. Quick places it with BPX; Asset places it with the game’s own build tool.
The Building Materials plant on the cursor, placing on open grass, with a turn slider and -90 / +90 buttons
Place any base-game industry, turned any way you like. Green means it fits: click to build.
Central Station 16 Mixed shown as a blue ghost on the map, waiting in the build menu's Assets tab as the BPX asset
Asset place: pick the BPX asset in the build menu (Assets > Misc) and place it with the game’s own tool. N and M turn it.

Capture your own

The Name your blueprint box, with the next steps written underneath
Name it first. The box tells you what comes next.
A station inside a curving road on bridges, covered by overlapping green capture circles, with Add, Remove, a circle-size slider and Save
Sweep circles over everything it should include. The strip counts the road/track pieces and buildings it found.
A grey outline of the captured layout following the cursor, next to the original, with turn buttons
Save puts a test copy on your cursor, so you can check it before you keep it.
The Library filtered to Mine, showing the new blueprint with its icons and a message that it is saved
Saved to your Library, ready to use and to share. The test copy is removed.

Copy, Move and Delete on the map

Copy mode: a long station with all its tracks and signals selected by green circles, 1088 pieces, Ready to place
Copy anything you’ve built, however big, and place it somewhere else. This one is 1,088 pieces.
Move mode: the same station selected in orange, Ready to move
Move picks it all up, tracks and signals included, and puts it down where you click. Switch Industries on to take industries with it.
Delete mode: a station, bus and truck terminals and roads marked in red for removal
Delete clears everything inside the circles in one go. Undo puts it back.
The Copied tab listing a recent copy with its icons, next to two copies of the station on the map
Your last 12 copies are kept in the Copied tab. Moves have their own Moved tab.

See what happened

The Log tab: the latest messages with times, newest first
The Log tab shows every step, newest first. The full history is in blueprint_exchange_log.txt next to the game.

Download & Import Blueprints

The game can’t look inside its own folder, so a download only shows up after you move it there and press one button.

How to import a downloaded blueprint in four steps: open your Downloads folder, find your blueprint_import files, run Blueprint_Importer.bat (recommended), then start Transport Fever 2 and press Import downloads. Manual option: move the blueprint_import files into your Transport Fever 2 folder yourself.
The whole process in one picture. Recommended: run your own Blueprint Importer. Prefer to do it by hand? Move the files yourself.
  1. Download as many blueprints as you like from the library, up to 10 at a time.
  2. The files land in your Downloads folder named blueprint_import.lua, blueprint_import_2.lua, blueprint_import_3.lua and so on — each download gets the next name.
  3. Move them into the Transport Fever 2 folder (the one with TransportFever2.exe), or let a Blueprint Importer do the moving for you.
  4. Start Transport Fever 2.
  5. Click the BPX icon in the bottom bar.
  6. Press Import downloads. One press brings in every blueprint you moved. Then choose one in the Library and press Place.

Capture Your Own Blueprint

Build it once, capture it, and place it on any map — yours or someone else’s.

Capturing a station inside a curving road on bridges: overlapping green circles cover the whole layout, and the Capture strip shows Add, Remove, a circle-size slider, 122 pieces and 1 building found, and Save
Capture is a chain of circles. Each click on the map adds one; overlap them until the whole layout is inside. The strip counts the road and track pieces and buildings found so far. Anything the circles miss stays behind.
  1. Build your layout in a sandbox game. Flat ground is best — use the terrain tool to level a patch first, and your blueprint will place cleanly anywhere. (The map editor has no rails, so build in a game.)
  2. Click the BPX icon in the bottom bar and press Capture.
  3. Type a name and press Confirm name.
  4. Click on the map to sweep circles over your layout. Every click adds a circle and the strip counts what it found. Remove takes pieces back out, and the slider makes the circle bigger or smaller.
  5. Press Save. A test copy of your blueprint appears on the cursor: turn it with the slider or the -90° and +90° buttons and click the map to build it.
  6. Look it over. Happy with it? Press Ready to save. It goes into your Library and the test copy is removed. Missed a bit? Press Recapture: the test copy is removed and you sweep again under the same name.

As it saves, BPX tidies up small hand-drawn slips: a road drawn at 91° is squared to 90°, and small kinks in a slope are smoothed. Anything attached to a building stays exactly where you put it. The Log tab lists what it changed.

Placed it in the wrong spot?

Press Undo at the top of the BPX window. It removes everything the last placement built, and it also takes back the last Move or Delete.

Where is the file? Your blueprint is saved as blueprint_<name>.lua in the Transport Fever 2 folder, right next to TransportFever2.exe. That is the file you upload.

If the game refuses a spot, the status line says why in the game’s own words (“Collision”, “Too much slope”) and nothing is built. Try flatter, clearer ground, or turn the layout — a long one needs room along its whole length.

What gets captured

Player-built constructions (stations, depots, assets) with their names, free-laid track and roads with their switches, bridges and tunnels, and signals. Capture leaves industries and town buildings out. To bring an industry along, use Copy or Move with Industries switched on, or place one of the 16 base-game industries from the built-in Library.

Upload & Share

  1. Go to Upload My Blueprint.
  2. Choose your blueprint_<name>.lua file. It is checked in your browser first: only real Blueprint Exchange files, plain data, no code.
  3. Add a screenshot if you like. Paste one with Ctrl+V or choose an image, then drag and zoom to frame it. It is cropped and shrunk in your browser before it is uploaded.
  4. Check the title and description. A live preview shows exactly how your card will look.
  5. Press Upload Blueprint. Uploads are public.

Captured the same design again and want to publish an improved version? Upload the new file and it becomes v2, v3 and so on, with only the latest version shown.

Editing your upload later — no account needed

Keep your original blueprint .lua file safe.

It is your ownership/recovery key for editing this upload later.

Your public downloadable blueprint does not contain the private edit key.

Find Your Transport Fever 2 Folder

Three Steam screenshots: right-click Transport Fever 2, choose Manage then Properties, open Installed Files and click Browse
Steam → right-click Transport Fever 2 → Manage → Browse local files.
  1. Open Steam and find Transport Fever 2 in your Library.
  2. Right-click it, choose Manage, then Browse local files. (The Properties → Installed Files → Browse button gets you to the same place.)
  3. A folder opens. That is your Transport Fever 2 folder — you will see TransportFever2.exe in it.

The usual path is:

C:\Program Files (x86)\Steam\steamapps\common\Transport Fever 2

If your Steam library is on another drive, it looks more like D:\SteamLibrary\steamapps\common\Transport Fever 2. Use “Browse local files” and you never have to guess.

Dependencies

A dependency is something a blueprint needs that isn’t part of the base game — for example a station or signal that comes from a Workshop mod. If your layout uses mod content, its blueprint depends on that mod.

Three Library rows for the same blueprint: red, Pay Your Tolls 2 not installed, check tfbpx.com for links; amber, installed but not enabled for this savegame; green, installed and ready to place.
Open a blueprint’s row in the Library (the > before its name) and every mod it needs is listed by name, with its state.

Red, amber, green

While a mod is red or amber, the row’s Quick and Asset place buttons are greyed out; hover over one to see which mod it is waiting for. The game can’t build a building whose files it doesn’t have, so BPX never places half a layout or swaps in a substitute.

How BPX knows

Troubleshooting

The Import downloads button sees nothing

The files must be in the Transport Fever 2 folder itself — the one with TransportFever2.exe — not a subfolder and not Downloads. The names must be exact: blueprint_import.lua, blueprint_import_2.lua and so on up to _10.

A name like blueprint_import (1).lua is not recognised — rename it to remove the (1). You don’t need to restart the game: put the files in, then press Import downloads again.

I downloaded more than one blueprint

That’s fine. Each download gets its own numbered name, up to 10 at a time; the counter on the library page tells you how many are waiting. Move them all into the game folder, then press Import downloads once and they all come in together.

At 10 the site pauses further downloads so it can’t overwrite a file you haven’t imported. Move the files in, then press “I’ve moved them — reset downloads”.

Where did my file go?

Downloads go to wherever your browser saves files — usually your Downloads folder. Your browser’s Settings → Downloads shows where.

After a successful import the mod saves the blueprint under its own name as blueprint_<name>.lua in the game folder and empties the import file. A tiny import file afterwards is normal.

Windows saved my .bat as .txt

In Notepad’s Save As box set Save as type to All Files and type the full name Blueprint_Importer.bat. Already saved as .txt? Turn on View → Show → File name extensions in File Explorer and rename it. Or use Download My Blueprint Importer on the Tools page for the file directly.

The Quick or Asset button is grey

Hover over it: the tooltip says why. Usually the blueprint needs a mod that isn’t installed or isn’t switched on in this save — open the row (the > before its name) to see which. See Dependencies.

Asset is also grey for layouts the game’s own build tool can’t take, such as industries: use Quick for those.

The blueprint uses a mod I don’t have

BPX won’t place it and builds nothing. Install the mod that provides it (the blueprint’s card on tfbpx.com links to it), enable it for your save, load the game again and try again. See Dependencies.

My imported layout looks different

Place it on flat, clear ground. A blueprint captured on almost level ground is flattened so it fits anywhere; one with deliberate slopes, bridges or tunnels keeps its heights, so it needs ground that suits it. If the game refuses a spot it says why and builds nothing.

Not right after placing? Undo at the top of the BPX window takes back everything that placement built (and the last Move or Delete too).

Something went wrong — how do I report it?

Open the Log tab in the BPX window: it lists every step BPX took, newest first. The full history is in blueprint_exchange_log.txt next to TransportFever2.exe.

Then send a report: say what you built and what happened, and attach blueprint_exchange_log.txt and the blueprint — the page removes your private edit key first. Or talk it through on the community forum. Unusual layouts are exactly how BPX gets better.