Everything you need to capture, share, download and import BPX layouts.
Everything the mod does, in the game. Click any picture to see it full size.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.