Factorio

Blueprint Tools

Editing a blueprint in game means re-selecting it, and a re-select throws away its snap-to-grid and its parametrisation. These work on the blueprint's own data instead, so both survive.

Nothing leaves your browser. The strings are decoded and rebuilt on this page.
Blueprint books aren't supported. Open a book and export a single blueprint.

Merge

Paste the parametrised original and the rebuilt version. The changes get copied into the original, so its snap-to-grid, parameters, and formulas survive — the things a re-select in game throws away.

Base keeps grid + parameters
Rebuilt only its entities are read
Changes
Verification
    Preview
    Merged blueprint
    Which string goes where. Base is the one you built the parameters on. Rebuilt is what you get after pasting it down, changing it, and selecting the whole thing into a fresh blueprint — its own grid and parameters are ignored.
    Origins don't have to match, and neither does the facing. The alignment step tries all four rotations and every sensible offset, keeping whichever lands the most entities on the same tiles — tiles, not matching names, so an upgraded build still lines up. If it picks badly, name the anchor yourself; rail is usually the best choice, since there's a lot of it and it rarely changes.
    Swaps are handled as swaps. An upgraded belt is one replacement, not a delete plus an add — otherwise both belts would end up stacked on the same tile. Replacements are applied; plain removals aren't unless you ask.
    Changed settings are opt-in, per entity. Tick use rebuilt settings on the ones you want updated. The copy goes field by field and leaves parameter-0-style references alone, so a stop named [item=parameter-0] stays parametrised while its logic updates. Every parameter still binds in the verification list is the proof it worked.

    Rotate & flip

    Turn or mirror a blueprint without re-selecting it in game. The grid, the parameters, and the formulas come through untouched; a quarter turn swaps the grid's dimensions and carries its offset round with the entities, and a flip keeps both as they are.

    Blueprint grid and parameters are kept
    Grid

    This is the Absolute X / Y box in Factorio's blueprint dialog — it pins the blueprint to particular world coordinates so it lands on the same lattice every time. Nothing about a turn or a flip says where you want the new one to sit, so the value is carried over as-is (swapped on a quarter turn, since the axes swap with the grid). Set it to wherever this copy belongs, here or in game. Grid is .

    Preview
    Turned blueprint
    Rails don't turn. A horizontal rail reads the same from either end, so Factorio stores only half the circle for them and leaves the value alone however you spin the blueprint. Same treatment here.
    An absent facing means north, not "no facing". Inserters pointing north store no direction at all, so they still have to turn. Chests, poles, lamps and the like genuinely have none and are left as they are.
    Horizontally swaps left and right — the build is mirrored about a vertical line, which is Factorio's F. Vertically swaps top and bottom, its G. Both keep the grid size, since a mirror image is the same size as what it came from.
    Curved rails are the hard part of a flip. A curve's mirror image is the opposite-handed curve, not the same one at a mirrored angle, and Factorio numbers it two slots along. That mapping was measured off the rail loop in Drop Off A, which is exactly mirror-symmetric — flipping it reproduces it entity for entity. Splitter priorities swap too, for the same reason: left and right trade places in a mirror.
    A flip changes which way trains run through the build. Signals and stops stay on the correct side of their own track, because the track mirrors with them — but the traffic now goes the other way. Check the stop faces the direction you meant before committing it.

    Normalise

    Put a build in a fixed place relative to the blueprint origin. Two blueprints normalised to the same corner, sharing a grid size, land on the same spot in game.

    Blueprint entities get translated
    Must match to land togethercompare these across blueprints
    Preview
    Normalised blueprint
    Only the entities move. Editing position-relative-to-grid to shift a build was tried three times and was wrong every time — translating the entities is what actually works. A correction made in game moved all 104 entities by (+96, +8) and changed nothing else.
    Whole tiles only. A 1×1 entity sits at half-integer coordinates and a 2×2 on integers, so a half-tile shift would put entities off-tile and Factorio would reject the result. If a build can't reach the corner exactly, the leftover is reported rather than hidden.
    Two builds also need the same grid size, snapping mode, and Absolute X/Y to land together. Those are placement choices this doesn't touch — they're listed above so you can check they match.
    Watch the green box. It's the grid cell at the origin. After normalising, the build sits where you put it relative to that cell, which is what makes two blueprints agree.

    Inspect

    Read a blueprint string without importing it — useful for checking a parametrisation survived, or working out which of two similar builds you're holding.

    Blueprint nothing is modified
    Preview
    Parameters
    Entities