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.

  1. 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.
  2. 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.
  3. 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.

  1. 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.
  2. 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.
  3. 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.

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.