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	<updated>2026-05-08T15:31:26Z</updated>
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		<id>https://wiki.niknak.com/index.php?title=Blueprints&amp;diff=26</id>
		<title>Blueprints</title>
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		<updated>2025-07-13T01:51:50Z</updated>

		<summary type="html">&lt;p&gt;Zackpi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A blueprint defines how a mod is made out of base materials. That way, you can exchange a fixed number of resources, apply a blueprint, and it can be made. You can compose blueprints together. Using this technique, you can build up your own tech tree.&lt;br /&gt;
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You can build factories to make parts of the tech tree, and chain it together. What the tech tree is, you can define yourself using blueprints. There is a view in the game that shows the tech tree.&lt;br /&gt;
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== Building using Blueprints ==&lt;br /&gt;
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To build a blueprint, players must have the number of resources required to build the blueprint. Then, if you open the blueprint in your inventory, you can click &amp;quot;build&amp;quot;. This will convert the resources in your inventory into an item mesh of what you&#039;ve just built. Then, you can place this anywhere in the world.&lt;br /&gt;
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== Modular Blueprint Designs ==&lt;br /&gt;
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If you design each blueprint to be modular, then other blueprints can reference it. For example, you can design a wheel blueprint that the car blueprint can reference.&lt;br /&gt;
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Composable, reusable blueprint designs are better for factory manufacturing.&lt;br /&gt;
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== How to Create a Blueprint ==&lt;br /&gt;
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You can magic wand select groups of voxels to turn into a mesh. Right before turning it into a mesh, you have the option of creating a blueprint if you have &amp;quot;paper&amp;quot; in your inventory.&lt;br /&gt;
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You can create duplicates of blueprints by selecting a blueprint, and then selecting an empty paper.&lt;br /&gt;
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[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zackpi</name></author>
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