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Screw Drivers Vehicle Blueprints

Turn a finished gearbox or engine stack into a reusable block you can drop into the next chassis.

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Blueprints Guide

Blueprints arrived with the Screw Drivers v1.0 launch on August 20, 2026. The feature exists because most garage time is not spent inventing a new idea. It is spent rebuilding the same two-step, the same clutch-plus-TCS launch stack, or the same XR - Thrust 2010 mount you already know works. A blueprint captures that cluster so the next car starts halfway finished.

This page explains what you can save, how insertion works, how Workshop vehicle downloads interact with local blueprints, and the mistakes that turn a tidy module into a red error cloud.

What a blueprint actually stores

A blueprint is a saved assembly, not a full career save. Typical targets are a gearbox, an engine with accessories, a chain loop between sprockets, or a suspension corner with steering already enabled. The v1.0 notes call out gearboxes and engines as first-class examples. You assemble the parts in the editor, save the selection as a blueprint, then insert that package into another construction.

Blueprints do not replace complete vehicle Workshop files. If you want someone else to drive your whole car, upload the vehicle. If you want yourself to reuse a drivetrain chunk across five chassis, save a blueprint.

How to save one

Build the module on a scrap chassis first. Confirm every axle hole, chain plane, and power path with the analysis overlay. v1.0 added a rigidbody tab that highlights loose bodies — use it before you freeze a bad joint into a template.

Select the parts that belong to the module and save them as a blueprint with a name you will recognize in a week: 2step-clutch-tcs, not final. Include the clutch if the engine bogs on launch. Include the TCS block if the module is meant for dirt or first-gear launches. Leave decorative wooden panels out unless they are load-bearing.

If two sprockets sit off-plane, the new chain side panel will warn you. Fix the plane before saving. A blueprint that stores a twisted chain wastes more time than it saves.

How to insert one

Open the destination car, pick the blueprint, and place it as a whole. Align the output shaft with the axle you already planned. Do not drop a rear-drive gearbox onto a front-engine rail and hope the chain finds a path. After insertion, press X and walk every new connection. Neutral gears and free-mesh bugs were patched in v1.0, but a blueprint can still land one stud off and look fine until you spawn.

Copy-paste for part properties (from the November 2025 patches) is the fastest way to match spring and damper values after you stamp a suspension corner onto a new chassis. The blueprint stores the parts; your new frame may still need a stiffness pass.

Workshop browser, vehicles, and tracks

v1.0 re-added the in-game Workshop browser for vehicles and added a second browser for custom tracks. Memory-leak issues from the old browser are supposed to be gone. Subscribe to a car when you want a complete reference. Save a local blueprint when you want to steal one subsystem without importing the whole livery, seat, and wooden body.

Tracks still live in the Track Editor. Blueprints do not store checkpoints or cones. Keep the two pipelines separate in your head: cars and drivetrains in one browser, maps in the other.

When blueprints shine

Use them for repeating work. A compact 2-step with the gear holder dynamic. A clutch plus TCS plus XR - Thrust 2010 that you trust on Pulo Pangripta. A four-corner racing suspension set with steering already toggled on the fronts. Each of those is painful to rebuild from memory and cheap to stamp.

Skip blueprints for one-off stunt props, Pretty Fly airframes you will never copy, and career cars you are still iterating. A template that you keep editing in five places is worse than no template.

Errors after insert

If the car analysis fails, the rigidbody tab is the first stop. Loose panels, an axle without a power hole, or a clutch that is not in the torque path show up there. AC suspension power holes were fixed in v1.0, so old blueprints that assumed a dead hole may suddenly transmit — check direction before you blame the new part.

If gears mesh that should not, you may have stacked two round-hole gears without a holder, or inserted a chain that now wraps a decorative cog. Delete the extra mesh rather than adding a third axle.

If the engine bogs, confirm the clutch is still in line and that TCS is not locked at 100% on a high-torque first gear. Those blocks are new; old muscle memory from Early Access will fight them.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What can I save as a Screw Drivers blueprint?

Assemblies such as gearboxes, engine stacks, chain loops, and suspension corners. Blueprints are reusable modules, not a replacement for a full vehicle Workshop upload.

Do blueprints upload to Steam Workshop automatically?

No. Workshop still hosts complete vehicles and custom tracks. Keep blueprints local unless you export a whole car that contains them.

Why does a pasted blueprint show errors?

The module probably landed off-grid or lost a power hole. Open car analysis, use the rigidbody tab, and reconnect the output shaft to the new chassis.

Should I blueprint the clutch and TCS with the engine?

Yes, if that launch stack is the reason the module exists. Saving the engine alone forces you to rebuild the slip and traction setup on every car.