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ENDGAMEBLUEPRINTS

Complete Factory Blueprint Collection - 16 Parts

Last updated: 2026-09-30

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About this collection

This is a curated 16-part collection of community-verified endgame blueprints for Arknights: Endfield's Automation Industrial Complex. Each part covers a specific factory archetype, Valley IV mega-base, V4 PAC modules, Wuling Xiranite hybrids, and event-specific Palm-Top Savior builds, with copy-paste blueprint codes for both Asia and NA/EU servers. Codes import directly into the in-game blueprint slot.

The collection is ordered roughly by progression: Part 1 is the recommended starting endgame factory, parts 2–5 are deeper optimizations and v1.2 refreshes, parts 6–7 cover event-only layouts, parts 8–13 track the Wuling mega base through patches 1.2.2, 1.3, 1.4, and 1.5, parts 14 and 15 are the two phases of the Chubby Lung Attacks event build, and part 16 puts the base back after it. Pick the part that matches your current tech tier and material stockpile. Every blueprint page documents what it produces (e.g., 18/min Buck A, 47,640 bills/hr), so you can compare expected output against your investment cost before committing to a rebuild.

*Quick Start

Start with Part 1 for Valley IV, then progress through Wuling setups. All blueprints include both Asia and NA/EU server codes.

  • * 16 parts covering complete endgame factory progression
  • * Both server codes included for every blueprint
  • * Copy-paste ready - import directly in-game
  • * Progressive builds - Valley IV first, then Wuling
Part 1Asia & NA/EU

Valley IV

18/min Buck A & Batteries megabase. Makes all essential endgame items. Full ore yield optimization with extra space for future expansions.

18/min Buck A + Batteries→
Part 2Asia & NA/EU

V4 PAC

Modular production hubs with future-proof Wuling setups and Net's Wuling bases. Flexible PAC configurations.

Modular production→
Part 3Asia & NA/EU

Wuling Xiranite

Advanced factories with full SC production (12/min), mixed setups, and ore income optimization.

12/min SC production→
Part 4Asia & NA/EU

CRS v1.2

Updated CRS blueprint configuration for version 1.2. Optimized production chains and resource management.

v1.2 optimized→
Part 5Asia & NA/EU

Wuling 1.2.1

Highest outpost profits with all 3 gear types active (47,640 bills/hr). Core AIC, MS SubAIC, JV SubAIC (Normal & AFK).

47,640 bills/hr→
Part 6Asia & NA/EU

Palm-Top Event

Event-specific blueprint for Palm-Top Savior. Phase 1 Xiranite Gourd production setups.

Event blueprint→
Part 7Asia & NA/EU

Palm P2

Phase 2 continuation of Palm-Top Savior event. Advanced production setups and optimization.

Event blueprint→
Part 8Asia & NA/EU

Wuling 1.2.2

Highest outpost profits in 1.2.2 (~59,880 bills/hr). Wuling 7 + redesigned MS and JV Sub AICs. Direct upgrade from Part 5.

~59,880 bills/hr→
Part 9Asia & NA/EU

Wuling 1.3

Highest outpost profits in 1.3 (~68,000 bills/hr vs 63,900 demand). Wuling 8, three Core AIC upgrades + new MS pair. Direct upgrade from Part 8.

~68,000 bills/hr→
Part 10Asia & NA/EU

1.4 Temp Gear

Temporary 1.4 sub AIC build to start crafting the new gear components early. Full input setup and Core output config. About 2 Pyrrolite components per minute.

~2 Pyrrolite/min→
Part 11Asia & NA/EU

Wuling 1.4

The full 1.4 mega base: 15 blueprints across Core AIC, Marker Stone, Jingyu Valley, and Yinglung Pass. Crafts the new Pyrrolite gear components at up to 6 per minute, mostly on Meta Storage Dense Originium Powder.

up to 6 Pyrrolite/min→
Part 12Asia & NA/EU

1.4.1 Overflow Protector

Add-on for the 1.4 mega base: two trash bin blueprints that auto-delete items at the depot limit so the factory never clogs, using the Expanded Crucible Multi-Clog Auto-Fix and Protocol Stash priority output.

Anti-clog safety net→
Part 13Asia & NA/EU

1.5 Mega Base

The 1.5 upgrade to the 1.4 mega base: a lazy Yinglung Pass edit or a full profit rebuild that also replaces the Marker Stone top half, taking output to 18 Pyrrolite parts per minute to cover the new Level 4 outpost bill.

18 Pyrrolite parts/min→
Part 14Asia & NA/EU

Chubby Lung Attacks

Phase 1 of the 1.5 AIC production event: three blueprints that convert Cuprium and Xiranite into Xiranite Chubby Lung, as an all-in-one Yinglung Pass deployment or a modular block you repeat anywhere, at 25.5 per minute.

Event blueprint→
Part 15Asia & NA/EU

Chubby Lung P2

Phase 2 of the 1.5 AIC production event: Event P2Top and P2Bot fill a maximum size Yinglung Pass sub AIC to make 12 Heavy Xiranite Chubby Lung per minute, about 345,600 Fruits of Altruism Certs a day, on top of the 1.4 or 1.5 base.

Event blueprint→
Part 16Asia & NA/EU

1.5 Restore

The post-event restore: move the conduits out, clear Yinglung Pass, redeploy 1.5 YP Bottom and Top, bring the Core AIC and Marker Stone back, and reset the overflow protector to put the base back on the Part 13 1.5 layout.

1.5 base restore→

How the 16 parts fit together

The cards above follow release order, and release order doubles as a progression path. Part 1 is the Valley IV factory that makes 18 Buck A and 18 batteries per minute, and it is the page to open if you just unlocked the AIC and want your first complete endgame layout. Parts 2 to 5 build outward from there: modular V4 PAC hubs, the Wuling Xiranite and Sky King Flat factories, the CRS v1.2 refresh, and the Wuling 1.2.1 mega base at 47,640 bills per hour. 4 of the 16 parts are event layouts, which you only need while that event runs.

From Part 8 onward, each mega base is a direct upgrade of the one before it. Part 8 rebuilt the 1.2.1 base for the 1.2.2 test area at about 59,880 bills per hour, and Part 9 moved it to 1.3 at about 68,000 bills per hour against 63,900 demand. Parts 10 and 11 carried the base into 1.4 and added the new Pyrrolite gear components. Part 12 is an add-on rather than a base, and Part 13 is the 1.5 upgrade that makes 18 Pyrrolite parts per minute to cover the new Level 4 outpost bill.

Which part to start with

The right starting page depends on what your factory needs right now. If you are new to endgame AIC, open Part 1 and skim the Blueprint Curation Guide first so you know how imports and sharing codes work. If you already run a Wuling base and want the highest outpost profit, go straight to Part 13, which upgrades the 1.4 layout from Part 11 with either a lazy Yinglung Pass edit or a full profit rebuild. Want the 1.4 gear components without a full rebuild? The temporary sub AIC in Part 10 makes about 2 Pyrrolite components per minute.

Event builds run on a separate track. The 1.5 Chubby Lung Attacks event has a Phase 1 build that turns Cuprium and Xiranite into 25.5 Xiranite Chubby Lung per minute, and a Phase 2 build that fills a maximum size Yinglung Pass sub AIC to make 12 Heavy Xiranite Chubby Lung per minute. Once the event ends, Part 16 walks you back to the 1.5 base. Parts 6 and 7 cover the earlier Palm-Top Savior event and stay here as an archived reference. If your base keeps going dark while the belts look healthy, Part 12 and the troubleshooting table below explain why.

Before you import a code

Every part lists separate codes for Asia and NA/EU, because the two servers run independent account databases and a code from the wrong one will not import. A code copies the placement, rotation, and recipe assignment of every building. It does not grant buildings or materials, so you still need the tech unlocks and the placement cost for each structure. Check a part's requirements against your stockpile before you tear down a working line.

Patches that change building throughput can shift a blueprint's output by a few percent without breaking the layout, and new buildings or recipes never invalidate an existing one. That is why older parts stay online after a newer base replaces them. To sketch your own variations first, the AIC Planner lets you lay out facilities before rebuilding in game. The AIC Factory Optimization Guide covers the belt speed and ratio math behind these designs.

Start HereFeatured

Part 1: Valley IV Endgame Factory

The ultimate Valley IV endgame factory. 18/min Buck A & Batteries, industrial explosives, parts production, and more. Full ore yield optimization with extra space for future expansions.

18/min
Buck A
18/min
Batteries
6/min
Explosives
43,200/day
Sandleaf

Troubleshooting Energy Usage

Every Wuling build in this collection can lose power without you doing anything wrong. Sewage is a byproduct, not a product: it falls out of the Refining Unit turning Cuprium Ore into Cuprium, and cuprium is only ever consumed into a finished good. Once those goods hit the depot cap, cuprium stops moving, refining stalls, sewage stops, Xircon stops, the SC Wuling Battery line stops, and the Thermal Banks burn dry.

SymptomWhat is actually wrong
Region dark, belts and ratios fineA cuprium product is sitting at max stack, usually Pyrrolite Parts. Check the depot, not the power grid.
Still clogs with the overflow protector deployedIts return path is probably still on Depot Loaders. Swap them for Protocol Stashes, which is the 2.0 fix.
Trash bin never deletes anythingMulti-Clog Auto-Fix only fires when more than two formulas run at once and all of them are clogged, so the junk item alone will never trigger it. Check the toggle is on, because older Asia codes did not save it.
Clogged right after you changed a lineChanging what the base makes changes how fast cuprium is consumed, so a different item now caps first. Repoint the protector.
You want power that cannot fail this wayLC Wuling Batteries need only Xiranite and Dense Originium Powder, so no sewage and no cuprium sit in their chain. Half the watts per battery, no coupling.

Why a Wuling factory loses power to overflow traces the full chain with recipe rates, explains exactly when Multi-Clog Auto-Fix fires, and covers the fixes that need no blueprint. Part 12 has the trash bin blueprints that automate it.

Frequently Asked Questions

What does a 'blueprint code' actually do when I import it in-game?

An in-game blueprint code is a long string the game serializes from a saved factory layout. When you paste it into the blueprint import slot, the game reconstructs the exact placement, rotation, and recipe assignment for every building in that blueprint, provided you have the materials and tech unlocks. The code does not magically grant you the buildings; you still need to own all the required structures and pay the placement cost. Think of it as a copy-paste for layouts, not a cheat for materials.

Why are there separate codes for Asia and NA/EU servers?

Hypergryph runs separate game servers (Asia vs Global/NA-EU) with independent account databases and, occasionally, slightly different patch versions. Blueprint codes embed a server identifier so the game can verify the code belongs to your server before importing. If you paste an Asia code into NA/EU (or vice versa), the import fails. Both codes are included on every blueprint page in this collection, pick the one matching your active account, and bookmark the page you reference most often.

Should I start with Part 1 or jump to a later part?

Start with Part 1 (Valley IV) if you have just unlocked the AIC and are looking for your first endgame factory. Each later part assumes you have the prerequisite tech unlocks and a baseline of materials, Part 5 (Wuling 1.2.1 Mega Base) in particular needs Tier 3+ pylons and a sustained Wuling fuel supply. The parts are roughly progression-ordered: 1–3 build core endgame, 4 covers a v1.2 refresh, 5 maxes outpost profits, 6–7 cover event-specific blueprints (Palm-Top Savior), and 8–13 follow the Wuling mega base through patches 1.2.2, 1.3, 1.4, and 1.5. Parts 14 and 15 are the Phase 1 and Phase 2 builds for the 1.5 Chubby Lung Attacks event, and Part 16 restores the 1.5 base once the event ends.

Will these blueprints still work after a patch updates building stats?

Mostly yes. Patches that adjust building throughput (e.g., a Refining Unit ratio change) can shift the optimal ratio in a blueprint slightly, but the layout still functions. You just produce a few percent less than the headline number on the original guide. Patches that add new buildings or recipes don't break existing blueprints, they just open new optimization opportunities. The collection is refreshed after major version changes; Part 4 was specifically updated for v1.2 to address such ratio shifts.

Are these blueprints from a single creator or aggregated?

Each part credits its source community designer (typically posted to r/Endfield, the official Discord, or a creator's personal blog). The collection here aggregates blueprints we have personally verified work as advertised on both Asia and NA/EU servers. Where the source designer published a specific name for the build, 'Wuling 1.2.1 Max Profit Mega Base', 'Sky King Flat'. We preserve it so you can cross-reference back to the original creator's content and updates.

Blueprint Curation Guide

Learn how to import, manage, and curate blueprints in-game. Essential tips for blueprint organization and sharing.

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