The whole loop is simple: scan a build, save it to a disc, then print it anywhere a printer can reach. Scans are stored as blueprints in the world save; a Blueprint Disc is just the key that references one.
Working with discs
Shift+Right Clicka written disc to lock it against being overwritten.- Discs also turn up in structure chests and archaeology finds, modded ones included: print what you find, no scanning required. See finding blueprints below.
- To rename a disc, drop it in an Anvil and type a name (costs 1 level of XP).
Tier and print cost
Every written disc shows its tier: the highest material tier among its blocks. One diamond block in a pile of stone still reads as that tier, and that’s the lowest machine tier that can print all of it.
Each disc also shows a Print Cost in that top tier. Free structural blocks cost nothing toward it: water, fire, farmland and dirt paths. Crops are not free; a planted block costs whatever you would have planted, so a field of wheat costs seeds and a crop whose seed carries no value is refused outright in the default strict mode (permissive packs that set unknownBlocksPrintable print it at the unknown-block rate instead). See the FU economy for how costs are derived.
Finding blueprints in the world
Any loot table whose path starts with chests/ or archaeology/ can hold a Blueprint Disc, in any namespace. That covers every vanilla structure chest, the suspicious sand and gravel you brush at archaeology sites, and modded structures that follow the same convention. Nothing is region-locked: a desert house is as likely to turn up in a taiga village as in a pyramid. The prefixes are the modifier’s tables field, so a datapack can retarget them.
With noDuplicateBlueprints on (the default), loot never repeats a build you already have. Once found, a build is held out of the pool until every findable build has been found, at which point discovery starts a new cycle and they can appear again. So each disc you dig up is one you have not seen.
Whether “found” is tracked per player or for the whole server follows your library setting. With the default shared Blueprint Repository the server works through one set together, which is coherent because anyone can re-burn anything anyone found. Set blueprintRepositoryIsShared = false and each player collects their own set.
Two knobs live under [loot] in mc3dprint-common.toml:
blueprintChanceMultiplierscales the drop rate. The shipped base is 40% per qualifying container, and the multiplier defaults to1.0.noDuplicateBlueprintsturns the no-repeat rule off. Finds are still recorded while it is off, so turning it back on resumes where you left off.
Operator commands
/mc3dprint discovered listreports how many builds are found and how many remain./mc3dprint discovered add <build>marks one as already found. Useful on a world that predates this system, where discs sitting loose in a chest were never catalogued./mc3dprint discovered reseedre-syncs the ledger from the Blueprint Repository after depositing a batch of discs./mc3dprint discovered resetclears the ledger so every build is findable again.
Cross-mod builds
Some curated builds are made from another mod’s blocks and only appear when that mod is installed. The Coppertide Park set (a geyser lagoon, drop tower, lazy river, enclosed glass serpentine, pendulum half-pipe, and four-lane racer) is built from MC Waterslides blocks: install that mod and the six park discs join the creative list and world loot; without it they stay hidden. Their print costs derive from the mod’s own recipes automatically.
Import & export (operators)
/mc3dprint import <file>reads.schem,.litematic, and.nbtfiles fromworld/mc3dprint/import/./mc3dprint exportwrites the disc in your hand out to a.schem.
Shipped blueprints live in world/mc3dprint/blueprints/.