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If a Satisfactory blueprint works in single-player but not in multiplayer, the most likely problem is that the file is on the wrong computer. In a hosted game, the host’s installation is authoritative. In a dedicated-server game, the server process reads its own blueprint directory. A blueprint saved only in your personal folder can therefore appear in your local menu while the session cannot load or place it.
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Copy the blueprint files to the authority that runs the session, put them in the folder for the exact save-session name, reload the save or restart the server, and then test placement with a simple blueprint. The operating-system path and Windows service account determine where that folder is.
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Satisfactory blueprints are not synchronized from every connected player whenever someone opens the build menu. The process hosting the session must be able to read the blueprint before the game can offer it as a usable build. That creates two different setups:
- Player-hosted multiplayer: the player who started the session is the authority. The blueprint must be in that player’s local blueprint directory.
- Dedicated server: the server machine and its service account are the authority. A client’s local blueprint folder does not make the file available to the server.
This is why a blueprint can work offline and still be absent, incomplete or impossible to place online. Moving the file to the correct authority is the normal fix; reinstalling the game or changing graphics settings is not.
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How Satisfactory stores a blueprint
The two files
A blueprint consists of a Blueprint Module with the .sbp extension. A shared or downloaded blueprint may also include a matching Blueprint Config File with the .sbpcfg extension. The module contains the build data; the config file carries associated metadata used by the blueprint system. Copy both files when both are supplied, keeping their names matched.
The session-name folder
Blueprints are stored below a folder named for the active session. The folder name must match the session currently loaded by the host or server. A correctly copied file in a different session folder is effectively invisible. Session names with characters the game does not handle correctly have also caused multiplayer discovery problems, so check the name exactly rather than relying on a similar-looking save.
Why a folder may be missing
A dedicated server may not create its blueprint directory until a blueprint has been created in the game. If the expected folder is absent, start the session, create a small test blueprint, save it, and close or reload the session. Then locate the newly created directory and place the shared files beside it. Do not create a random path under an administrator profile and assume the service will read it.
Player-hosted versus dedicated-server storage
| Question | Player-hosted multiplayer | Dedicated server |
|---|---|---|
| Who owns the authoritative files? | The PC and user account of the player hosting the session. | The server machine and the account running the server process. |
| Where do you copy files? | The host’s blueprint directory for that session. | The dedicated server’s OS-specific blueprint directory and session folder. |
| Who can upload them? | The host, or someone with access to the host PC. | Someone with server filesystem access, a control-panel file manager or SFTP access. |
| What must happen after copying? | Reload the save so downloaded files are read. | Restart the server, or reload the save if the server setup supports a full session reload. |
A client can still keep a personal copy for offline play, but that copy does not replace the host or server copy used by the multiplayer session.
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Dedicated-server blueprint paths
Use the path that matches both the operating system and the account running the server. Replace {SESSION NAME} with the exact active session folder name.
| Server arrangement | Blueprint directory |
|---|---|
| Linux | ~/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/{SESSION NAME} |
| Windows, interactive user | %LOCALAPPDATA%FactoryGameSavedSaveGamesblueprints{SESSION NAME} |
| Windows running as an NSSM service | %WINDIR%System32configsystemprofileAppDataLocalFactoryGameSavedSaveGamesblueprints{SESSION NAME} |
| Windows Server service account | %WINDIR%ServiceProfilesNetworkServiceAppDataLocalFactoryGameSavedSaveGamesblueprints{SESSION NAME} |
The Windows paths are deliberately different. An administrator who browses %LOCALAPPDATA% is usually looking at the administrator’s profile, not the profile of an NSSM or NetworkService process. If the service account cannot see the files, the blueprint will not load even though the files exist on the disk.
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- Identify the session type. Ask whether a player is hosting from the game or whether a separate dedicated server is running. For a hosted game, give the files to the host; for a dedicated server, use the server machine or its approved file-transfer interface.
- Find the active session name. Compare the save or session name shown by the host/server with the directory under
SaveGames/blueprints. Match spelling, spaces and punctuation exactly. If the name contains unusual characters and the folder behaves inconsistently, create a test session with a simple name and retest. - Copy the complete file set. Place the
.sbpfile in the matching session folder. If the download includes a companion.sbpcfg, copy that file too and preserve the matching base name. Do not rename one without renaming the other. - Check permissions and ownership. The account that launches the server must have permission to read the directory and files. On a Linux host, verify the service user can traverse every parent directory. On Windows, check the service identity rather than only the interactive administrator account.
- Reload the game state. A downloaded blueprint is not guaranteed to appear in an already loaded session. Have the host reload the save. On a dedicated server, stop and start the server cleanly when a full restart is the available reload method.
- Test with a small blueprint first. Open the blueprint menu, select the copied item and try a simple design in a clear area. A small test separates a path or synchronization problem from a design-specific placement problem.
When the blueprint appears but cannot be placed
Test whether the file is the culprit
Copy a known-simple blueprint into the same session folder and reload. If the simple item places successfully, move the suspect blueprint out of the folder temporarily and test again. This quarantine approach avoids deleting the original and shows whether one file is triggering the failure.
Blueprint loading has historically exposed crashes and synchronization defects, including failures during loading before client/server synchronization and problems involving the AWESOME Sink. The exact behavior depends on the game build, so a single damaged or incompatible blueprint can fail even when the directory is correct.
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Check that every player is seeing the server’s list
A client may display a locally cached entry that the server does not possess. If one player sees a blueprint and another does not, close and reload the session after confirming the server copy. Do not use the client’s menu visibility as proof that the server has loaded the file.
Read the dedicated-server log
Dedicated-server logs are under the server installation’s FactoryGame/Saved/Logs directory. The current log is named FactoryGame.log. Inspect the entries written immediately after the restart or save reload for blueprint parsing errors, permission failures, missing paths or a crash during synchronization. Preserve the timestamp and the blueprint name when reporting a reproducible problem.
Session names and synchronization problems
Patch history records fixes for invalid session-name characters, clients receiving blueprint lists that did not match the server, and blueprints being loaded before synchronization completed. These fixes mean that an old forum instruction may not describe current behavior, while an older save or unusual session name can still expose edge cases.
If the files and account path are correct but the list remains inconsistent, make a controlled test: create a fresh save with a short session name, create one blueprint on the server, restart, and then add the external .sbp and optional .sbpcfg. Success in the fresh save points to the original session name, save state or an incompatible blueprint rather than to the operating-system path.
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When to investigate networking or installation issues
Only move to broad multiplayer troubleshooting after confirming the authoritative directory, session folder, file permissions and reload. Those checks address the normal blueprint path problem. For additional multiplayer symptoms such as disconnects, missing world data or a server that will not start, official support guidance includes:
- Verify the game files on the affected installation.
- Install current graphics drivers on clients that crash or render the build menu incorrectly.
- Check firewall and antivirus permissions for the game and server process.
- Try another host to distinguish a host-specific fault from a client problem.
- Set Network Quality to Ultra while testing a sensitive multiplayer connection.
- Load a fresh save to determine whether the original world is involved.
These actions can fix connectivity or installation faults, but they do not move a blueprint into the server’s storage. Keep the two diagnosis tracks separate.
Version context: Update 7 through 1.0
Blueprints arrived in Update 7, and subsequent patch notes documented repeated multiplayer and dedicated-server fixes. The history includes invalid session names, unsynchronized client and server blueprint lists, premature loading before synchronization and blueprint-related crashes. Consequently, behavior can vary with the game build on both clients and servers; update every participant before comparing results with an old guide.
In a developer Q&A transcribed on July 9, 2024, the stated plan for version 1.0 was to keep dedicated-server blueprint files on the server while making access easier over time. That statement supports the server-side file model: do not expect a client-only upload to become authoritative simply because the client can browse the blueprint.
Quick Recap
Final diagnostic checklist
- Is this a hosted session or a dedicated server?
- Did the files go to the host or server, rather than only to a client?
- Are both the matching
.sbpand supplied.sbpcfgpresent? - Does the folder name exactly match the active session?
- Is the directory owned and readable by the account that runs the server?
- Was the save reloaded or the dedicated server restarted after copying?
- Does a simple test blueprint place?
- Does
FactoryGame.logshow a parsing, permission or synchronization error? - Does the problem persist in a fresh save with a simple session name?
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