AIC PLANNER
Blueprint Editor
Design and optimize your factory layouts
About this tool
The AIC Planner is a browser-based blueprint editor by Enka.Network for designing Automation Industrial Complex layouts in Arknights: Endfield. You drag and drop the same building roster the game uses, Logistics, Resourcing, Production I/II, and Power, onto a grid, route belts and pipelines, and validate the footprint before spending real materials on construction.
Use this tool when you want a paper sketch of throughput before committing pylon parts, or to browse community blueprints for inspiration. It pairs well with the D.I.G.E. Power Calculator (for Wuling generator counts) and the Industrial Planner (for full-throughput simulation). The editor saves designs locally and lets you share blueprints via URL, so it doubles as a notebook between play sessions.
Try the Tool
What is the AIC Planner?
The AIC Planner (Factory Blueprint Editor) is an interactive tool onEnka.Network that lets you design and visualize your Arknights: Endfield factory layouts before building them in-game.
🏗️ Building Categories
- •Logistics: Automation Cores, Belt Bridges, Convergers, Splitters, Item Control Ports
- •Resourcing: Mining Rigs, Fluid Pumps, Depot Access, Loaders, Unloaders
- •Production I: Fitting, Moulding, Planting, Refining, Seed-Picking, Shredding Units
- •Production II: Filling, Forge of the Sky, Gearing, Grinding, Packaging, Reactor, Separating Units
- •Power: Electric Pylons, Relay Towers, Thermal Banks, Xiranite Pylons
✨ Key Features
- •Visual Blueprint Editor: Drag and drop buildings on a grid
- •Community Blueprints: Browse and load designs shared by other players
- •Share Designs: Generate shareable links to your blueprints
- •Tutorial Mode: Learn factory basics with built-in guides
- •Save & Load: Save your designs locally or share via URL
External tool by Enka.Network •Visit AIC Planner• Community Blueprints
How to Use the AIC Planner
The editor embedded above is Enka.Network's AIC blueprint tool, loaded straight from their site. It works inside this page, but the grid is small in an embed, so most players click Open in New Tab for a full-size workspace. If you are new to factory building, start with the built-in tutorial mode to learn the controls before sketching your own layout.
A good first session looks like this. Decide what the layout should produce, then place the production buildings that make it. Add the Resourcing buildings that feed them, route belts and pipelines between everything, and finish with power coverage. Working from the product backward keeps you from building a pretty belt network that feeds nothing.
When the layout looks right, use the Share button to generate a link. Each blueprint gets a unique ID, so the link doubles as a bookmark you can reopen later or send to a friend. If you want ideas before you start, browse the community blueprints library on Enka to see how other players solved the same production chain.
The editor can also save designs locally, which makes it a notebook between play sessions. Keep one saved layout per production goal instead of editing a single sprawling design, so you can compare versions side by side. When a layout finally works in-game, share it and keep the link next to your notes. That way a rebuild after a base reshuffle takes minutes instead of an evening.
What Each Building Category Does
The planner groups buildings the same way the game does, and knowing each group's job speeds up every design. Logistics covers the movement pieces: Automation Cores, Belt Bridges, Convergers, Splitters, and Item Control Ports. Resourcing covers how raw materials enter the line, through Mining Rigs, Fluid Pumps, Depot Access, Loaders, and Unloaders. Those two groups decide whether materials arrive where you need them.
Production is split into two tiers. Production I holds the basic processing units: Fitting, Moulding, Planting, Refining, Seed-Picking, and Shredding. Production II holds the advanced chain: Filling, Forge of the Sky, Gearing, Grinding, Packaging, Reactor, and Separating Units. A classic early chain uses a Seed-Picking Unit, a Planting Unit, and a Shredding Unit, where the Shredder turns 1 Sandleaf into 3 Sandleaf Powder, as the factory guide walks through.
Power is the last group: Electric Pylons, Relay Towers, Thermal Banks, and Xiranite Pylons. Per the factory guide, power starts at your Protocol Automation-Core (PAC), travels through Relay Towers with an 80m range, and reaches buildings through Electric Pylons with a 30m wireless radius. In Wuling, Xiranite Pylons connect to the PAC and to each other automatically within range, which removes most manual wiring. Place power last, but leave room for it from the start.
Planning Layouts for Throughput
A layout that fits on the grid is not the same as one that runs at full speed. According to the site's AIC throughput guide, ports and conveyors all move items at 0.5 units per second, and each conveyor carries one item. That makes the number of ports you can feed the real ceiling on output, so plan belt routes around ports first.
Machine speed matters too. Fast machines such as refineries output at the same 0.5 units per second as a belt, so merging their outputs causes backpressure. Slow machines such as fillers and packagers take 10 seconds per product, outputting 0.1 units per second, and those sparse outputs can share a belt. Sketching both cases in the planner before you build shows you where merges are safe.
Underfeeding is the other common trap. The throughput guide's example is a Filling Machine that needs 10 bottles and 10 powder every 10 seconds; if the belt only delivers 5 bottles, the machine runs at 50%. When you lay out a chain in the planner, count inputs against demand at every step. The AIC optimization guide covers more layout patterns once the basics are in place.
Where the AIC Planner Fits in Your Toolkit
The AIC Planner is a static editor: it shows footprint and placement, not live flow. That makes it the fastest way to sketch and share a layout, but it will not tell you when a belt backs up. For that, the Industrial Planner runs a production line as a simulation and surfaces bottlenecks as they happen.
Power math is a third job. The planner lets you place Thermal Banks and pylons, but it does not calculate fuel burn cycles. The D.I.G.E. Power Calculator handles Wuling fuel and generator counts, and you bring those numbers back into the planner to place the banks. Used together, the three tools cover layout, flow, and power.
Whatever you design, rebuild it by hand in-game. Links from the planner do not import into the game's own blueprint system, and terrain, obstacles, and pylon range edges can block a layout that looks clean on the grid. Treat the planner as the paper sketch, then check each building in your actual Automation Industrial Complex. For in-game blueprint codes shared by the community, see the endgame blueprints collection.
Frequently Asked Questions
Do blueprints designed in the AIC Planner import directly into the game?
Not as a one-click import, the editor produces visual layouts and shareable URLs, not the binary blueprint codes the game uses for in-game copy-paste. You still rebuild the layout manually in your Automation Industrial Complex, but having a verified grid plan eliminates the trial-and-error of placing splitters, belt bridges, and pylons. Most players treat the AIC Planner as a paper sketch step before committing pylon parts and Wuling fuel to a real layout.
Why does my AIC Planner layout look feasible on paper but break in-game?
Three common reasons. First, in-game power coverage from Electric Pylons has a hard radius the editor models but doesn't visualize per-tile, so a building that looks 'inside' may sit at the fall-off edge. Second, fluid pumps and pipelines have orientation rules the editor enforces loosely. Third, terrain elevation and obstacles on the live map can block placement even when the grid is clear. Use the editor for footprint and throughput planning, then verify in-game before finalizing.
How does the AIC Planner help with Wuling thermal power planning?
The Power category includes Thermal Banks, Electric Pylons, Relay Towers, and Xiranite Pylons, so you can sketch where generators sit relative to consumer buildings. It does not simulate the burn-cycle math for Wuling fuel (50w / 8s for Source Ore, up to 1600w / 40s for High-Cap Wuling), for that you want the D.I.G.E. Power Calculator. Combine the two: D.I.G.E. for fuel/generator counts, AIC Planner for physical placement on the grid.
Can I share an AIC Planner blueprint with friends?
Yes. Every blueprint you build can be exported as a shareable link via the Share button on enka.network. The link encodes the full grid, so anyone with the URL can open the same layout in their browser and modify it. There is also a community blueprints library on Enka where players upload finished designs, useful for studying high-throughput layouts before designing your own. Blueprints do not include in-game item presets, only building positions and rotations.
Is the AIC Planner data accurate for the current game version?
Enka.Network keeps the building roster reasonably current, but new buildings released in a patch usually take 1–2 weeks to land in the editor. If you cannot find a building category (for example, a new Production II machine added in the latest version), wait for the next Enka update or sketch around it temporarily. Belt and pylon mechanics have been stable since launch and rarely change between patches.

