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ENDGAMEBLUEPRINTS

Complete Factory Blueprint Collection - 8 Parts

Last updated: 2026-03-06

About this collection

This is a curated 8-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, and parts 6–7 cover event-only layouts. 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.

  • * 12 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
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

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).

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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