Programme
Roadmap
What the viewer does today, what it leaves out, and what is being built next. It reads a
blueprint now; the work in front of it is changing one and writing it back.
- Version
- 0.1
- Classes mapped
- 584
- Materials
- 413
Next
Two goals, in this order: the first makes the viewer an editor, the second gets what you
edited back into the game. Everything under them is what stands in the way.
01
Edit a blueprint
Building
Select a building and change it — remove it, move it, upgrade its tier — with the
scene, the cost and the connectivity check all following the edit.
-
Delete an instance. First, because it needs no new geometry: the
file written back without that instance, and the ports that pointed at it reported
as open by the check that already runs.
-
Nudge and rotate. The harder half, because moving a machine has to
move the belts joined to it. Get that wrong and you get a blueprint that looks
right on screen and pastes broken, which is worse than not having the button.
-
Mass tier upgrade, Mk.1 → Mk.3. Belts, lifts and pipes are the
clean half: the tier is in the class name (
Build_ConveyorBeltMk1_C)
and the curve, the length and the ports do not change with it — so a swap is a
rename plus a new bill of materials, which the Cost tab can price before you
commit to it. Miners and their kin change footprint with the tier, and will be
named as "cannot be swapped in place" rather than quietly left out of the count.
02
Export it
Planned
An edit you cannot take back into the game is a drawing. The library this viewer parses
with can write the pair back out, so the format is not the obstacle — the editing is,
which is why this is 02 and not 01.
-
Write the pair.
.sbp and .sbpcfg back out
of the browser and into your blueprints folder, valid for the save version the file
came from.
-
Export what the page already computes. The cost list and the parts
list as text to paste into a spreadsheet or a wiki, and the current view as a
picture — the screenshot path the project's own tooling uses, offered to the reader.
-
Hand one over as a link.
?load= opens a sample by name
today; the same idea for a blueprint you are sharing, so a build can be looked at
before it is downloaded.
Known gaps
What the viewer leaves out or approximates today, listed because finding it yourself and
wondering whether the fault is in your blueprint is worse.
-
Signs are blank plates. Their text is in the file; it is not read yet.
-
Your own paint palette is not in the blueprint. Custom swatch slots
live in the save rather than the blueprint, so a building painted with one falls back
to its category colour.
-
Some buildables are proxy boxes. Where a class has no mesh mapped, it
is drawn as a box sized from a catalog — the right footprint, not the right shape.
-
Meshes and textures are compressed for the web — half the triangles,
capped texture sizes — to fit the library into the hosting budget. Built for reading a
factory at overview zoom, not for close-ups.
Changelog
0.1 August 2026
First public build.
-
Opens
.sbp + .sbpcfg entirely in the
browser, and the game does not need to be installed. Nothing is
uploaded unless you ask for it — see
Credits for what sharing a blueprint does.
-
Draws the game's own meshes and materials: 584 buildable classes mapped to a mesh,
413 materials. Belts, pipes, lifts and beams are generated from the spline and
length data in the file rather than approximated.
-
Outline, Cost and Machines —
what is in the blueprint, what it costs to build, and what each machine is set to
make.
-
Inspector. Click any building for its transform, its ports and
what each one is joined to, its recipe, its paint swatch and its instance id —
following a port jumps to the building on the other end.
-
Connectivity check. Ports counted as joined / open / dangling,
with the near misses named and measured.
-
Camera presets, a wires toggle, a game-materials toggle, three sample blueprints,
and
?load= links so a build can be shared as a URL.