Kayser's Blueprint Designer's Toolkit

Kayser's Blueprint Designer's Toolkit v0.7.0

by Kayser

Update blueprints. Remember folders. Show stats. Copy Markdown. Normalize balancers.

Stable 5 days ago MIT Source code
Game versions: 0.8.2 – 0.8.5
Save-game: Add β€’ Remove
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🧰 Kayser's Blueprint Designer's Toolkit

Formerly known as Kayser's Designer's Toolkit.

Kayser's Blueprint Designer's Toolkit (BDT) is a quality-of-life mod for Captain of Industry blueprint creators.

It is built around one rule: designer-only, consumer-free. Players who download and use your blueprints do not need this mod installed. BDT helps with creating, documenting, updating, inspecting, and cleaning up blueprints, but the output remains normal vanilla-compatible blueprint data.

πŸ†• New in 0.6.0: Throughput monitoring

BDT 0.6.0 turns throughput from a single limiter control into a full inspection workflow for blueprint testing.

You can now display live items/min flow rates directly over transports, sources, sinks, and ports; make entities glow as a throughput heat map; switch values to percent of maximum capacity; and configure whole selected areas at once with the new Throughput Area Tool.

image.png

✨ Feature List

  • [πŸ” Update blueprint]
  • [πŸ“‚ Remembered blueprint folder]
  • [πŸ“Š Blueprint operational stats]
  • [πŸ“ Copy as Markdown]
  • [🧩 Symmetric entity normalization]
  • [⚑ Instant build mode]
  • [🧹 Transport cleanup tool]
  • [πŸ‘οΈ Height filter]
  • [🚦 Throughput tools]
  • [🚧 Legacy Belt Configurations]
  • [βš™οΈ Mod settings]

πŸ” Update blueprint

update-blueprint.png

Select a blueprint in your blueprint book and click Update to replace its contents with a fresh area selection.

BDT keeps the blueprint's existing:

  • name
  • description
  • overlap settings
  • position in the current folder

This is meant for the usual blueprint-authoring loop: find a small mistake, fix it in-world, update the existing blueprint, and keep the book organized.

πŸ“‚ Remembered blueprint folder

remembered-blueprint-folder.png

BDT remembers the last blueprint book folder you opened and restores it the next time the blueprint window is created. The folder path is stored in the vanilla save file. This allows you to store different currently open blueprint book page in different save games.

πŸ“Š Blueprint operational stats

The blueprint detail panel now also shows Operational cost.

blueprint-operational-stats.png

When a selected blueprint contains relevant entities, BDT adds a compact operational summary row showing:

  • workers
  • electricity
  • computing
  • maintenance by tier

Only non-zero stats are shown, so small blueprints stay clean and large builds get the extra planning information where it belongs. Operational costs assume 100% utilization on all entities.

πŸ“ Copy as Markdown

image.png

BDT adds a Copy as Markdown button to both the blueprint detail panel and the blueprint folder detail panel.

The language used for table headers and product/entity names is controlled by the Markdown table language setting in Mod Settings (see below). The default is English.

Single blueprint - clicking the button copies a Markdown-formatted summary to the clipboard:

  • Blueprint heading and description
  • Components table - all major entity types and their counts, sorted A-Z
  • Construction table - all required products and quantities, sorted A-Z
  • Operational table - entities, workers, electricity, computing, and maintenance products per month

Blueprint folder - clicking the button copies a wide Markdown table listing every blueprint in the folder, including blueprints in sub-folders. Each blueprint is a row. Columns include Blueprint name, Folder (relative path within the exported root), Entities, and any workers / electricity / computing / maintenance / construction product columns present across the folder, sorted A-Z. Rows are sorted by folder path, then by blueprint name within each folder.

Example output (folder):

## Kayser's Compact Concrete

Kayser's Compact Concrete
The Compactest Concrete

https://hub.coigame.com/Blueprint/Detail/590

| Blueprint | Folder | Entities | Workers | Electricity | Maintenance I / mo | Concrete slab | Construction Parts | Construction Parts II |
|---|---|---|---|---|---|---|---|---|
| Big Concrete (example) | . | 258 | 282 | 13.0 MW | 312 | 200 | 96 | 882 |
| Concrete Slab Stages (chart) | . | 579 | 504 | 17.4 MW | 549 | 280 | 1,3k | 2,1k |
| 1: Double T1 Mixer (24x) | Concrete Slabs | 33 | 16 | 550 kW | 20 | - | 198 | 136 |

Rendered in markdown as:

Kayser's Compact Concrete

Kayser's Compact Concrete The Compactest Concrete

https://hub.coigame.com/Blueprint/Detail/590

Blueprint Folder Entities Workers Electricity Maintenance I / mo Concrete slab Construction Parts Construction Parts II
Big Concrete (example) . 258 282 13.0 MW 312 200 96 882
Concrete Slab Stages (chart) . 579 504 17.4 MW 549 280 1,3k 2,1k
1: Double T1 Mixer (24x) Concrete Slabs 33 16 550 kW 20 - 198 136

The output is ready to paste directly into a Hub post or wiki page.

🧩 Symmetric entity normalization

symmetric-normalization-result.png

Mitigation/Fix for: https://discord.com/channels/803508556325584926/1405800905646805093/1405800905646805093

BDT normalizes rotationally-symmetric entities in captured blueprints, such as balancers/zippers and mini-zippers/connectors.

Captain of Industry can treat a functionally identical connector at e.g. rotation 0Β° and rotation 90Β° as different, which can block paste-over updates. BDT fixes that at blueprint capture time by resetting symmetric entities' rotation and flip-state to a canonical orientation.

The normalization pass focuses on the known paste-over problem cases:

  • resets supported symmetric entities to a consistent stored orientation
  • keeps their blueprint position unchanged
  • preserves balancer priority settings
  • skips entities that do not match the supported symmetric layouts

The result is still normal blueprint data with all (normalized) entities at rotation 0Β° and non-flipped. This does not patch blueprint placement and does not require blueprint users to install BDT.

This is a passive feature that allows you to freely place connectors, balancers, and lifts in multi-tier blueprints without worrying about their orientation.

⚑ Instant build mode

BDT includes an Instant Build mode (configurable in Mod Settings) that automatically and instantly completes construction, deconstruction, upgrades, and downgrades without consuming materials, workers, or unity. The benefit over the vanilla insta-build toggle is that you don't need to unpause the game and risk having products end up in the wrong places when your build is being modified.

Enabling this feature turns off the game's built-in insta-build toggle.

Migrated from Moriarty's Utilities++, with permission. (Thanks @Mori!)

🧹 Transport cleanup tool

BDT adds a transport cleanup tool with a default hotkey of Alt+Del. This tool allows you to detect and demolish useless belts and pipes via an area selection drag, before capturing your blueprint. To avoid capturing input and output transports, terminate them properly with a source or sink.

The hotkey can be changed in BDT's mod settings under TRANSPORT CLEANUP.

Migrated from Moriarty's Utilities++, with permission. (Thanks @Mori!)

πŸ‘οΈ Height filter

BDT features a Height Filter rendering system that allows players to filter the visibility of transports, transport pillars, and layout entities (such as sorters, zippers, mini-zippers, and lifts) in the world.

Adjusting the visible height levels makes it significantly easier to inspect and manage multi-tier pipe stacks, layered belt paths, or dense underground logistics without visual clutter. Transports that span multiple levels are hidden/shown based on the majority of their nodes.

  • PageUp: increases the maximum visible level (up to level 6, which shows all heights).
  • PageDown: decreases the maximum visible level (down to level 0, which shows underground entities only).

These hotkeys can be customized in BDT's mod settings under HEIGHT FILTER. Hidden entities are protected from selection to prevent accidental demolition or interaction.

Freely adopted from Moriarty's Utilities++ mod, with permission. (Thanks @Mori!)

🚦 Throughput tools

BDT adds a unified Throughput inspector panel for transport entities: belts, pipes, channels, sources, sinks, lifts, balancers, sorters, and connectors. It combines live monitoring with the existing sandbox-only limiter controls, so you can see what a design is actually moving and, in sandbox mode, test how it behaves under custom capacity limits, or measure its output precisely.

The throughput monitor can display averaged flow rates in the world as either:

  • absolute throughput in items/min
  • percent of the entity's maximum capacity

You can choose how many days each entity should average over, making it easier to smooth out short production bursts or inspect a design's recent behavior.

image.png

The in-world overlay can also turn the selected entities themselves into a glowing Throughput coloring (heat map). Instead of only tinting the numbers, BDT lights up the belts, pipes, ports, and layout entities underneath them, so busy lanes and starving lines are visible at a glance even in a dense blueprint test rig.

  • Capacity mode colors the entity glow by the entity's maximum transport capacity.
  • Relative mode colors the entity glow by how heavily the entity is being used.
  • A colorblind-friendly blue/yellow/red palette is available in Mod Settings.
  • Near-saturated entities get a stronger pulsing bottleneck glow, making cramped parts of a design easier to spot.

image.png

For larger designs, the new Throughput Area Tool lets you drag-select a region and configure throughput display settings in bulk. The default hotkey is Shift+Alt+T.

The area window groups selected entities by type, lets you toggle display visibility per group, and can apply a shared averaging period without closing the window. This is useful when you want to light up a full bus, production block, or testing rig without clicking every belt and pipe one by one.

SkΓ€rmbild 2026-06-12 154718.png

Throughput limiting remains available in sandbox mode. Limits are saved per entity but are not preserved in blueprints.

This allows you to test your designs thoroughly before capturing the blueprint.

🚧 Legacy Belt Configurations

The Mod Settings menu now features an option to enable Update 1 style transport construction. Turning on "Allow curvy incline belts" permits transports to turn and incline/decline on the exact same tile, restoring the ability to build tight, curvy vertical belts.

Before, U1-style belts were only possible to integrate in modern designs through tedious copy-pasting from an older blueprint or save file.

βš™οΈ Mod settings

BDT adds a Mod Settings panel, accessible from the top-right M button in the mod menu or with the keyboard shortcut Alt+M.

image.png

Markdown table language controls which language is used for table headers and product/entity names when copying Markdown:

Mode Behavior
English English headers and names (default)
Local Current game language
Both English tables first, followed by local-language tables
Hybrid Local text first, with English in parentheses where strings differ

Markdown number format controls decimal and thousands separators in copied Markdown:

Mode Behavior
Auto English tables use English separators; local and hybrid tables use the current game locale
English separators Force English separators everywhere
Local separators Force current-language separators everywhere

Settings are stored per save file. The markdown_table_language and markdown_number_format keys in config.json set the initial values for saves that have no stored settings yet.

The Throughput settings control the global overlay, overlay hotkey, heat-map mode, colorblind-friendly colors, percent display, and the Throughput Area Tool hotkey.

πŸ“Œ Notes

  • Compatible with vanilla saves.
  • Can be added to or removed from existing saves.
  • Requires Captain of Industry 0.8.2 or newer.
  • Blueprint consumers do not need this mod installed.
  • UI translations included for English, German, Spanish, Italian, Portuguese, Russian, Swedish, and Chinese.

πŸ“¦ Installation

  • Download the latest version of the mod from the Captain of Industry Hub.
  • Extract the mod folder into your Captain of Industry mods directory (%AppData%\Captain of Industry\Mods).
  • Enable the mod when loading or starting a new game.

πŸ“œ License

MIT. See LICENSE.

βš–οΈ Attribution and trademarks

Designer Toolkit is an unofficial, community-made mod for Captain of Industry.

Captain of Industry, MaFi Games, and related names, trademarks, game code, and assets are the property of MaFi Games. This mod is not affiliated with, endorsed by, or sponsored by MaFi Games.

This repository is intended to contain only original mod code and configuration, licensed under the MIT License. It does not intentionally include Captain of Industry game code, game assets, or other MaFi Games intellectual property.

This mod has no dependencies.

No other mods depend on this mod yet.

No announcements yet.

v0.7.0

Latest
Game version 0.8.2 - 0.8.5
Released Jun 21, 2026
File size 1.2 MB
License MIT
Save-game: Add β€’ Remove
Changelog
v0.7.0 | 2026-06-21
* Added **Undo Place Blueprint** feature (default hotkey `Ctrl+Z`): reverts blueprint placements, copy-pasting, and force-placements (Shift-click) by canceling placed ghosts, deconstructing fully built structures (or destroying them in sandbox mode), restoring overwritten pre-existing entities or ghosts, and reverting pasted surface designations and decals
* Added **Layout Box Visualization Mode** (default hotkey `Alt-B`): renders building clearance and occupancy bounding boxes in 3D to clearly highlight vertical clearance levels
* Added **Blueprint Recycle Bin** feature (configurable in settings): automatically copies blueprints or folders to a special "Recycle Bin" folder when deleted or updated to prevent accidental permanent loss
* Added product buffer content display panels and a Quick Remove button to the balancer inspector panel to easily empty balancer buffers
* Restricted custom keybinding registration in the settings UI to allow at most one non-modifier key to match vanilla constraints
* Changed the settings tab icon to match the blueprint book toolbar icon
* Fixed: vertical centering of the power icon and its label in the blueprint detail panel's operational cost summary

v0.7.0 | 2026-06-21

v0.7.0 | 2026-06-21
* Added **Undo Place Blueprint** feature (default hotkey `Ctrl+Z`): reverts blueprint placements, copy-pasting, and force-placements (Shift-click) by canceling placed ghosts, deconstructing fully built structures (or destroying them in sandbox mode), restoring overwritten pre-existing entities or ghosts, and reverting pasted surface designations and decals
* Added **Layout Box Visualization Mode** (default hotkey `Alt-B`): renders building clearance and occupancy bounding boxes in 3D to clearly highlight vertical clearance levels
* Added **Blueprint Recycle Bin** feature (configurable in settings): automatically copies blueprints or folders to a special "Recycle Bin" folder when deleted or updated to prevent accidental permanent loss
* Added product buffer content display panels and a Quick Remove button to the balancer inspector panel to easily empty balancer buffers
* Restricted custom keybinding registration in the settings UI to allow at most one non-modifier key to match vanilla constraints
* Changed the settings tab icon to match the blueprint book toolbar icon
* Fixed: vertical centering of the power icon and its label in the blueprint detail panel's operational cost summary

v0.6.2 | 2026-06-13

v0.6.2 | 2026-06-13
* Added entity glowing effects reflecting the current heatmap color logic when the throughput overlay is active
* Added independent settings toggles for the heatmap glow and the text overlays
* Restricted the averaging period text input in the Area Tool to strictly numbers (max 360 days) to prevent memory bloat

v0.6.1 | 2026-06-13

v0.6.1 | 2026-06-13
* Fixed Throughput Limiter/Monitor inspector panel disappearing when changing maps/saves without restarting the game
* Fixed negative/zero throughput display values due to incorrect patch execution order

v0.6.0 | 2026-06-13

v0.6.0 | 2026-06-13
* Introduced **Throughput Monitoring** as a new concept to visualize live items/min flow rates on transports and ports
* Consolidated the new Throughput Monitor and existing **Throughput Limiter** into a single, unified **Throughput** inspector panel
* Upgraded the Throughput Limiter input controls with digital LCD styling, interactive step-modifier buttons, and sandbox restriction tooltips
* Added **Throughput heat-map** settings to color-code overlays by capacity or relative throughput, including colorblind-friendly color options
* Added **Show throughput as percent** option to display transport overlay values as a percentage of maximum capacity
* Added a pulsing bottleneck glow behind overlays running at near-maximum capacity
* Added UI occlusion checks to automatically hide throughput overlays rendering behind active UI panels
* Added **Throughput Area Tool** (default `Shift+Alt+T`) to select a region of entities and configure display settings in bulk
* Updated translations across all supported languages (German, Spanish, Italian, Portuguese, Russian, Swedish, and Chinese)

v0.5.0 | 2026-06-11

v0.5.0 | 2026-06-11
* Added **Throughput Limiter** to set custom maximum throughput capacities (items/min) on any transport, source, or sink via the entity inspector
* Added **Legacy Belt Configurations** setting to allow Update 1 style transport construction, permitting transports to turn and change height on the exact same tile

v0.4.0 | 2026-06-10

v0.4.0 | 2026-06-10
* Added **Height filter** to step down rendering of transports, pillars, and layout entities from level 6 (all visible) to level 0 (underground only)
* Added default hotkeys `PageUp` (increase visible level) and `PageDown` (decrease visible level)
* Added height filter setting and customizable primary/secondary hotkeys in Mod Settings under **HEIGHT FILTER**
* Protects hidden entities from selection to prevent accidental interaction or demolition
* Updated Swedish translations and synced locale fallback strings across all supported languages

v0.3.1 | 2026-06-09

v0.3.1 | 2026-06-09
* Fixed: settings save default failure ("Save failed: Invalid path") by resolving the mod folder path correctly
* Fixed: settings save default validation to successfully write the configuration file even if values match currently stored defaults
* Updated **Restore defaults** tooltip to clarify that it does not automatically save defaults to the configuration file

v0.3.0 | 2026-06-08

v0.3.0 | 2026-06-08
* Migrated **Instant build mode** (configurable in Mod Settings) which instantly finishes construction, deconstruction, upgrades, and downgrades without materials or unity from Moriarty's Utilities++ (THANKS!)
* Migrated **Transport cleanup tool** (default `Alt+Del`) to instantly remove disconnected belts and pipes from Moriarty's Utilities++
* Added **Restore defaults** and **Save as config** buttons to Mod Settings
* Added **Markdown number format** setting with Auto, English, Local modes
* Changed Markdown export to use vanilla game translations for workers, electricity, and computing
* Fixed: Markdown export products and entities with identical names do not merge

v0.2.0 | 2026-06-04

v0.2.0 | 2026-06-04
* Added **Mod Settings** window, opened from the top-right **M** button or with `Alt+M`
* Added **Markdown table language** setting with English, Local, Both, and Hybrid modes
* Added per-save persistence for Designer Toolkit settings through `dtkSettingsStateJson`; `markdown_table_language` in `config.json` is used only to initialize saves without persisted settings
* Added Designer Toolkit translations for English, German, Spanish, Italian, Portuguese, Russian, Swedish, and Chinese

v0.1.0 | 2026-05-31

v0.1.0 | 2026-05-31
* Added **Update blueprint** button in the blueprint placement panel: re-selects an area to replace an existing blueprint while preserving its name, description, overlap settings, and book position
* Persists the last-open blueprint book folder to config.json and restores it when the blueprint book is reopened
* Blueprint stats row in the Detail panel: shows total workers, electricity, computing, and maintenance for all entities in the selected blueprint
* **Copy as Markdown** in the blueprint detail panel: copies a Markdown-formatted summary to the clipboard - heading, description, Components table (A-Z), Construction table (A-Z), and Operational table
* **Copy as Markdown** in the blueprint folder detail panel: copies a wide Markdown table of all blueprints in the folder tree (recursive); each blueprint is a row, with a Folder column for the relative sub-folder path and dynamically discovered stat/cost columns (A-Z); rows sorted by folder then by blueprint name
* Fixed: electricity values now always use `.` as the decimal separator regardless of OS locale
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