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An invigorating breeze is blowing through the dusty building sites of Die2Nite... Discover the site plans, a vast collection of almost 140 construction projects with a huge range of results! The blueprints can be found in many ways: in the World Beyond, by camping, by constructing other buildings.
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As of season three, there is a new task before being able to construct buildings at the {{MetaInline|Construction Sites}}. Due to the downfall of civilization, the {{MetaInline|Blueprints}} needed to construct just about every building must be (re)discovered. There are almost 140 construction projects to recover!
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== Blueprint Types ==
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*{{MetaInline|Construction Blueprint (common)}}
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*{{MetaInline|Construction Blueprint (uncommon)}}
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*{{MetaInline|Construction Blueprint (rare)}}
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*{{MetaInline|Construction Blueprint (very rare!)}}
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==How to obtain blueprints==
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The {{MetaInline|Blueprints}} can be found in many ways or by constructing other buildings.
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===Finding lost plans===
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Each {{MetaInline|Town}} starts with several "free" plans scattered in the {{MetaInline|World Beyond}}.<br>
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These {{MetaInline|Blueprints}} are already uncovered, so all that is required is locate them, pick them up and bring them back to the {{MetaInline|Town}}!
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* [[Town#Local_towns|Local towns]] have 3 {{MetaInline|Construction_Blueprint_(rare)}} and 1 {{MetaInline|Construction_Blueprint_(very_rare!)}} hidden on random zones in the {{MetaInline|World Beyond}}.
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* [[Town#Distant_towns|Distant towns]] have 5 {{MetaInline|Construction_Blueprint_(rare)}} and 2 {{MetaInline|Construction_Blueprint_(very_rare!)}} hidden on random zones in the {{MetaInline|World Beyond}}.
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===Scavenging in the World Beyond===
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It is also possible to discover {{MetaInline|Blueprints}} in the {{MetaInline|World Beyond}} while [[Scavenging]].
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===Camping in the Ruins===
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You can also get a {{MetaInline|Blueprints|displayname=blueprint}} by camping in {{MetaInline|Ruins}}. The "quality" of the blueprint depends on how far that building actually is from the {{MetaInline|Town}}. Those close to town (9km or less) give a {{MetaInline|Construction_Blueprint_(uncommon)}}, while those faraway from town (10km or more) give a {{MetaInline|Construction_Blueprint_(rare)}}.
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Note that only one blueprint can be found per {{MetaInline|Ruins|displayname=Ruin}} camped.
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===The Architect's Study===
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The {{MetaInline|Architect's Study}} will give 1 {{MetaInline|Construction_Blueprint_(common)}} to {{MetaInline|The Bank}} after each {{MetaInline|The Attack|displayname=Attack}}.
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===Explorable Ruins===
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The three {{MetaInline|Explorable Ruins}} each contain a separate set of blueprints that can unlock fewer buildings than their normal counterparts. See [[Explorable Ruins#Blueprints|Explorable Ruins]] for the current possibilities.
  
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==Instructions: How to obtain blueprints==
 
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* it is possible to find them just by scavenging in the World Beyond, but they're reputed to be difficult to find, each new town starts with 3 "free" plans left in the World Beyond. These plans are diferent from those found by scavenging, because they are already uncovered, sitting on the ground. All you need to do is find them!
 
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:* non-distant regions: 3 rare plans + 1 very rare plan
 
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:* distant regions: 5 rare plans + 2 very rare plans
 
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*camping: if you survive an evening camping in a building, you will automatically find a blueprint ("uncommon" in buildings close to the town, and "rare" for faraway buildings). Note that one building can only provide one blueprint per game (there is no point in camping in the same building multiple times),
 
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*there are other methods for discovering these plans: you just need to discover them!
 
 
==Using blueprints==
 
==Using blueprints==
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They can only be used in town: click on the plan when you're in your home to study it.
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While in the safety of a {{MetaInline|Town}}, click on the {{MetaInline|Blueprints|displayname=blueprint}} when you're in your home to study it.
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The project that it unlocks will automatically be added to the list of projects available at the {{MetaInline|Construction_Sites}} and an announcement will be made in the {{MetaInline|Registers}}.
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== Blueprint opening strategy ==
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All {{MetaInline|Construction Blueprint (common)}} can be opened immediately without waiting.
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For the rest, we have two major types of blueprints - normal blueprints and {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} blueprints:
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# Normal blueprints are those found in {{MetaInline|Worn Leather Bag|displayname=Worn Leather Bags}}, {{MetaInline|Architect's Chest|displayname=Architect's Chests}}, and after {{MetaInline|Camping}} normal {{MetaInline|Ruins}}.
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# {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} blueprints are special blueprints found in particular {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}}. Each {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} blueprint has its own preset list of buildings which can be unlocked.
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Normal blueprints can unlock any building projects from the whole pool, while {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} blueprints only have a preset pool of projects which can be unlocked.
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When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it.
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If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading normal blueprints until explorable ruins cease to yield any more of their own is preferred.
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However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again.
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==External links==
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{{Help|blueprints}}
  
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The project that it unlocks will be added to the list of projects available to the town and an announcement will be made in the town register.
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[[Category:Town]]

Latest revision as of 18:03, 3 March 2015

As of season three, there is a new task before being able to construct buildings at the Item metal beam.gifItem metal beam.gifConstruction Sites Construction Sites. Due to the downfall of civilization, the Item bplan u.gifItem bplan u.gifBlueprints Blueprints needed to construct just about every building must be (re)discovered. There are almost 140 construction projects to recover!

Blueprint Types

How to obtain blueprints

The Item bplan u.gifItem bplan u.gifBlueprints Blueprints can be found in many ways or by constructing other buildings.

Finding lost plans

Each Small falsecity.gifSmall falsecity.gifTown Town starts with several "free" plans scattered in the Small world.gifSmall world.gifWorld Beyond World Beyond.
These Item bplan u.gifItem bplan u.gifBlueprints Blueprints are already uncovered, so all that is required is locate them, pick them up and bring them back to the Small falsecity.gifSmall falsecity.gifTown Town!

Scavenging in the World Beyond

It is also possible to discover Item bplan u.gifItem bplan u.gifBlueprints Blueprints in the Small world.gifSmall world.gifWorld Beyond World Beyond while Scavenging.

Camping in the Ruins

You can also get a Item bplan u.gifItem bplan u.gifBlueprints blueprint by camping in R ruine.gifR ruine.gifRuins Ruins. The "quality" of the blueprint depends on how far that building actually is from the Small falsecity.gifSmall falsecity.gifTown Town. Those close to town (9km or less) give a Item bplan u.gifItem bplan u.gifConstruction_Blueprint_(uncommon) Construction Blueprint (uncommon), while those faraway from town (10km or more) give a Item bplan r.gifItem bplan r.gifConstruction_Blueprint_(rare) Construction Blueprint (rare).

Note that only one blueprint can be found per R ruine.gifR ruine.gifRuins Ruin camped.

The Architect's Study

The Small refine.gifSmall refine.gifArchitect's Study Architect's Study will give 1 Item bplan c.gifItem bplan c.gifConstruction_Blueprint_(common) Construction Blueprint (common) to Item chest citizen.gifItem chest citizen.gifThe Bank The Bank after each Small fight.gifSmall fight.gifThe Attack Attack.

Explorable Ruins

The three Small enter.gifSmall enter.gifExplorable Ruins Explorable Ruins each contain a separate set of blueprints that can unlock fewer buildings than their normal counterparts. See Explorable Ruins for the current possibilities.

Using blueprints

While in the safety of a Small falsecity.gifSmall falsecity.gifTown Town, click on the Item bplan u.gifItem bplan u.gifBlueprints blueprint when you're in your home to study it.

The project that it unlocks will automatically be added to the list of projects available at the Item metal beam.gifItem metal beam.gifConstruction_Sites Construction Sites and an announcement will be made in the Item rp book2.gifItem rp book2.gifRegisters Registers.


Blueprint opening strategy

All Item bplan c.gifItem bplan c.gifConstruction Blueprint (common) Construction Blueprint (common) can be opened immediately without waiting.

For the rest, we have two major types of blueprints - normal blueprints and Small enter.gifSmall enter.gifExplorable Ruins Explorable Ruin blueprints:

  1. Normal blueprints are those found in Item bplan drop.gifItem bplan drop.gifWorn Leather Bag Worn Leather Bags, Item bplan box.gifItem bplan box.gifArchitect's Chest Architect's Chests, and after Small camp.gifSmall camp.gifCamping Camping normal R ruine.gifR ruine.gifRuins Ruins.
  2. Small enter.gifSmall enter.gifExplorable Ruins Explorable Ruin blueprints are special blueprints found in particular Small enter.gifSmall enter.gifExplorable Ruins Explorable Ruin. Each Small enter.gifSmall enter.gifExplorable Ruins Explorable Ruin blueprint has its own preset list of buildings which can be unlocked.

Normal blueprints can unlock any building projects from the whole pool, while Small enter.gifSmall enter.gifExplorable Ruins Explorable Ruin blueprints only have a preset pool of projects which can be unlocked.

When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it.

If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading normal blueprints until explorable ruins cease to yield any more of their own is preferred.

However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again.


External links

Blueprints - Official Die2Nite.Com Help Section