Everything you need to capture, share, download and import BPX layouts.
The game can’t look inside its own folder, so a download only shows up after you move it there and press one button.
blueprint_import.lua, blueprint_import_2.lua, blueprint_import_3.lua and so on — each download gets the next name.TransportFever2.exe), or let a Blueprint Importer do the moving for you.Build it once, capture it, and place it on any map — yours or someone else’s.
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.
Player-built constructions (stations, depots, assets) with their names, free-laid track and roads with their switches, bridges and tunnels, and signals. Industries and town buildings are never captured — the game can’t rebuild those.
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.
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.
To use a blueprint that needs a mod you don’t have, subscribe to that mod on the Steam Workshop, load your game with it enabled, and try again. BPX never guesses or swaps in a substitute.
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.
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”.
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.
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.
BPX refuses to place it, tells you which content is missing, and builds nothing. Install the mod that provides it, enable it in your game, and try again. See Dependencies.
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 last blueprint placement takes back everything that placement built. If a layout doesn’t capture or rebuild correctly, that’s useful to know — BPX is a public beta and unusual layouts are exactly what it needs testing on.