Machine Blueprints
MBD2 21.1.1KilaGraph 21.1.0.13A blueprint is a node graph that reacts to a machine's events. It reaches everything the KubeJS machine events reach — states, traits, recipe logic, redstone, custom data, effects, even the machine UI — but it lives inside the machine project, so a machine ships its behaviour with itself.

When to use one
| You want | Use |
|---|---|
| Behaviour that ships with the machine, editable in game | A blueprint |
| Behaviour a modpack author overrides per pack | KubeJS |
| A new storage model, content type, or condition | Java |
| Amount, duration, or parallel scaling | Recipe modifiers first — they are cheaper |
Blueprints and KubeJS handlers coexist: both receive the same event, blueprints first.
The shortest useful one
MBD2 ships twelve worked blueprints. The smallest is redstone_control — an event, a read, a decision, a write:

Bind it to a machine, set requiresSignal and threshold in the machine's Inspector, and the machine has redstone control. No graph editing at all.
Read next
| Page | Covers |
|---|---|
| Concepts | Events, the machine target, parameters, binding, execution and failure |
| Node reference | What is in the palette, by group |
| Built-in blueprints | The twelve MBD2 ships, their parameters and what each one teaches |

Requirements
Blueprints need KilaGraph 21.1.0.12 or newer, which MBD2 depends on. The palette is KilaGraph's ~300 generic nodes (math, logic, string, list, map, flow, mc.*) plus MBD2's 235 machine nodes.
Where the graphs live
A blueprint is a .bp resource in the editor's blueprint library, or a built-in MBD2 ships in memory. A binding either references one by path or inlines a snapshot into the machine.