What are the best Arknights Endfield blueprints? There are a dizzying number of Endfield blueprints being shared all over the internet right now. From modest, compact production chains to sprawling bases that consume every available resource, it’s hard to tell what’s good and what’s wildly inefficient when you have limited space.
The AIC is, of course, a major pillar of Arknights Endfield’s gameplay. It’s where you’ll generate the resources needed to progress, make new gear, and, most importantly, complete objectives and reach milestones that’ll grant Oroberyl – you know, the stuff you need to pull the best operators on our Arknights Endfield tier list. Below, we’ll take you through all the best Arknights Endfield blueprints we’ve utilized so far in the free PC game. These will only work for the NA/EU server, though some have been translated for other regions by their creators.
Best Arknights Endfield blueprints
As you develop the core AIC and continue upgrading the sub-PACs you set up in other regions, you’ll gradually find your production needs change. At first, you may need a few basic batteries to keep your base running, or produce explosives to unlock hidden areas and complete side-quests. Eventually, you’ll begin mining more exotic resources, like Ferrium and Xiranite, that unlock even greater opportunities to make fancier products. As such, we’ve divided this guide into various sections based on how far into the game you’ll roughly be.
Early game blueprints
At the very beginning of your Endfield journey, we’d recommend using a mixture of custom blueprints, alongside the default ones you unlock through the AIC tutorials to craft the basics. You’ll want to get a seed picking/planting loop going for Buckflower, set up some Thermal Banks and craft batteries to power your base, and start producing goods that can be traded with the Valley Pass outpost for Valley Stock Bills. Origocrust and Amethyst Parts will be your bread and butter for bills, with the former only requiring a Refining Machine to produce.

- Amethyst Parts: EFO01eE7U9IO9u4AoAi8
Amethyst Parts are super simple to make, but we’ve left a blueprint for the lazy regardless. Here you’ll only need a Refining Unit and a Fitting Unit to get the job done, and you can make a nice tidy loop from the AIC output port straight back into it.
Expanding further, if you want to incorporate Originium Powder and Amethyst Component production into the chain, then this blueprint from ‘jayt’ gets the nod from us.

- Planting Loop: EFO019A61i197ue15uI2
This self-contained pick/plant loop comes courtesy of ‘Renegade,’ as part of his broader mega base blueprint (more on that later). Simply pop some Buckflower into the Seed-Picking Unit, and it’ll go to town infinitely producing this early game resource.
You won’t be able to start using these production units until you unlock the Basic AIC II upgrades, but that shouldn’t take too long. Alongside Buckflower, you should use these planters early on to build up your stockpile of Aketine, which is a requirement for Industrial Explosives.

- Industrial Explosives: EFO01U4Ai1821oOO7Oa8
This Industrial Explosives blueprint assumes you haven’t already unlocked Bus Unloaders, allowing you to turn your PAC or sub-PAC into a bomb-producing machine. Realistically, you won’t need more than a couple thousand of these bad boys to get the job done, but extras can be used as Delivery Node fodder later on.

- Power plant: Arknights: EFO0158OE76o79u6eIoe
By the time you unlock the ability to produce Thermal Banks (Basic AIC II), you’ll also hopefully also have the AIC Indices to get the Depot Bus upgrade, and with it the Depot Unloaders. These will automatically transfer resources from Depot Buses, once you’ve installed them after visiting the base expansion robot, directly into your production chain.
Though our blueprint uses Ferrium, you can simply switch that out for Amethyst Ore to make LC Valley Batteries for now. If you find your Thermal Bank is over-filling at any point, simply add a second one to split the load.
Mid game blueprints
The mid game truly begins once you’ve started collecting Ferrium from mining nodes in the Originium Science Park. At this point, you should have a couple of base expansion upgrades, unlocked most of the Basic AIC II upgrades, and be working on increasing your Regional Development Level to improve your yields. With your outposts leveled up a little, you should now be in the realm of utilizing Buck Capsules [B] and [C] to meet their needs and gobble up more Valley Stock Bills.

- Valley Pass Resource Production: EFO01iOe7oa16o2A72U4
Heading into Endfield’s mid game, you’ll want to start stockpiling resources ready to make all sorts of cool stuff. While you should look to build self-sustaining setups eventually, PAC and sub-PAC space will still be limited here. As such, now is the time to really utilize your outposts.
This resource production setup from ‘Xlice,’ for example, makes full use of the Valley Outpost camp to generate everything you’ll need going forward. Once you’ve acquired your first Sandleaf from the Power Plateau, simply chuck it into the Seed-Picking Unit and you’ll have a solid stash ready for the late game.

- Buck Capsule [B] and [C]: EFO01A5ie9808aEIu9ieO
Both Buck Capsules [B] and [C] are produced in the exact same way, albeit with different ore requirements. If you’re drowning in excess Ferrite Ore, you can make the premium version, though Buck Capsule [C] still fetches a respectable ten Valley Stock Bills-a-pop while only needing Amethyst Ore to produce.
This setup from ‘Farmito’ is super clean in terms of space used, and is 100% efficient. There’s not much more to say about it, so drop it in and get going.
Late game blueprints
Valley IV
When you first reach Endfield’s late game – the end of Valley IV’s main storyline and the beginning of your time in Wuling – there’s a good chance you haven’t maxed out your Regional Development Level. This means you’ll still need to do some tinkering with your setup, and switch production lines in and out depending on your needs. Once you’ve completely finished maximizing your output in Valley IV, though, you’ll be able to set and forget an absolute monster of a base. But for now, let’s talk about the early late game.

- Mega Base A: EFO01O3E2u2Oo7I79oe4
- Mega Base B: EFO0136uI1I302aO0579
- Mega Base C: EFO01o08393o1O6uIieO
- Mega Base D (Optional): EFO01893u6u8aE19UI73
- Mega Base E (Optional): EFO01eE7U2Ue5047oAi8
As you can see, this is where your main PAC really goes nuclear. At this point, you should have the ability to start trading HC Valley Batteries and Buck Capsule [A] with some of your outposts; these are the end of the line products for Valley IV. You’ll also want to start thinking about preparing for Wuling if you haven’t already set up shop there, which is why we’d recommend spending some time with the Mega Base setup from ‘Renegade.’
The first two sections are all about producing HC Valley Batteries, which you can either stockpile for trading purposes, or split to help power your base. We still hadn’t gotten all three outposts to Level 3 (the requirement for trading HC Valley Batteries), so we ended up instead using our sub-PACs primarily as power stations, creating and splitting SC Valley Batteries to keep the lights on instead.
The third part of the base produces Cryston Parts, which are used to craft Zipline Pylons to help you get around quicker, and Steel Parts, which you’ll need for late game tower defense missions. You won’t need to keep these running for long, and we’d recommend only using them until you have a couple thousand of each resource for now. Once you’ve done that, you can replace this section with the next blueprint on our list, which produces the all-important Buck Capsule [A].
There are two more elements to this base that ‘Renegade’ details: an Industrial Explosive chain, and a sprawling planting and picking operation. These are entirely optional, as you may already have plenty of bombs to go around, and you can simply daisy chain the smaller planter and picker blueprint shared in the early game section for a more modular approach. As long as you’ve got enough plants to go around, you’re golden.

- Buck Capsule [A]: EFO01u1I6iui5A05AoOU
Buck Capsule [A] production lines can be absolute units seeing how many moving parts they involve. Fortunately, Reddit user ‘Unhappy-Jeweler8281’ has streamlined it beautifully, meaning you can either pop it in your main PAC, or, if you’ve fully upgraded your Valley Pass outpost by this point, in there.
Now, onto the big one.

- Ultimate Late Game Base A: EFO01iOe7u5E0O2472U4
- Ultimate Late Game Base B: EFO01Iao8U10Oa905o08
- Ultimate Late Game Base C: EFO012I450uoiI8EeIOo
- Ultimate Late Game Base D: EFO01893ui06291oUi73
- Ultimate Late Game Base E: EFO010U9657AuUiiE179
- Ultimate Late Game Base F: EFO011ea02i78eU134O7
- Sub-PAC Setup: EFO019A61OUiIAeI5uI2
‘The factory must grow’ isn’t just a phrase, it’s a mantra, a way of life. Once you’ve reached Regional Development Level 11 for maximum mining output, fully expanded your main PAC, and have at least four Depot Buses in each of your three sub-PACs, you can unleash your full industrial might.
Before setting this up, we’d recommend producing enough Amethyst and Ferrium Parts, as well as Carbon to make all of the machinery; a good couple thousand of each, to be safe. You’ll also want a decent stash of Sandleaf and/or Sandleaf Seeds to start your loops, plus a few hundred HC Valley Batteries to power the outpost generators while you’re starting everything up.
Churning out a whopping 18 Buck Capsule [A] and 18 HC Valley Batteries per minute, this perfectly optimized factory from the Chinese Endfield community, recreated by ‘Wakka_Auroch’ over on Reddit, is the last blueprint you’ll ever need in Valley IV; at least, in 1.0. Simply drop the machinery in, matching up the belts like a jigsaw, get those planters fired up, and you’ll be reeling in the Valley Stock Bills in no time.
Wuling
In Wuling, you’ll have to get to grips with all-new mechanics. The pylons are made of Xiranite and are wireless now; call that Xi-Fi. You’ll also need to draw water from local ponds, reservoirs, and other sources to fuel the production of its region-exclusive products. You won’t unlock the main PAC for Wuling until you’ve cleared a sufficient amount of the main story quest. The same restriction applies for the Forge of the Sky, which is required to make Xiranite.
We’d recommend holding off on using any of your Wuling AIC Indices until the Forge of the Sky is unlocked, as there’s an upgrade there that will let you add a second one to your base, doubling your output.

- Wuling Base: EFO01O3E207uooIA9oe4
As soon as the Forge of the Sky, and its aforementioned research upgrade, become available to you, immediately set up this starter base from ‘Hisae.’ It’s not the prettiest, but it’s a quick-and-dirty way to start producing Xiranite, Xiranite Components for late-game gear, and LC Wuling Batteries to power the whole operation. There’s a hard limit on forges as of 1.0, so you don’t have to worry about optimizing output or utilizing Bus Depots just yet.

- Yazhen Syringe [C]: EFO01Eu24Ea41Eo23uIa
Once you’ve made it through Wuling’s story enough to unlock the Sky King Flats outpost, you should also have washed away the Blight preventing you from accessing what is, as of 1.0, the only Ferrium Ore spot in Wuling. With outpost management now available, it’s time to start producing Yazhen Syringe [C] for rapid progress. This super space-conscious production line from ‘Aorta’ requires only the first Bus Depot upgrade, so save a handful of Wuling Stock Bills to buy it.
It’s worth noting that, unlike in Valley IV, you’ll have to manually place your Depot Bus sections around the outpost. This is great because it means you can chop and change sections as you please to accommodate your water supply.
One of the first things you’ll notice is that your Ferrium Ore usage from all four depot ports will outstrip your income. To maximize the efficiency of this blueprint, you’re going to need Regional Development Level 12 in Valley IV. This is because the Metastorage Transfer function will automatically make up for the Ferrium deficiency you’ll face due to the lack of currently available ore nodes in Wuling. Until then, knock off one of the unloaders supplying Ferrium Ore to your bottle production line to keep yield and output level.

How to import Arknights Endfield blueprints
Importing Arknights Endfield blueprints is super simple, and requires only a few steps to get you set up. Once again, it’s important to note that the blueprint strings in this guide are for NA/EU servers only, so check the linked sources to see if someone has ported it over to your region.
Here’s how to import Arknights Endfield blueprints:
- While in the open world (in AIC mode) or in the AIC itself, press ‘F1’ to open the blueprint menu.
- Head over to the ‘Shared Blueprints’ tab.
- Click ‘Import Blueprint’ at the bottom of the screen.
- Paste in your code and click ‘Confirm.’
- Now, a preview of the blueprint will pop up. Click ‘Save to Shared Blueprints’ in the bottom right corner to add it to your list.
- Place the blueprint and construct any missing machinery, and you’re good to go.
And those are the best Arknights Endfield blueprints you can use right now, from initially touching down in Valley IV, all the way through to Wuling’s finale. If you’re after a different type of string, check out our Arknights Endfield codes guide for the latest freebies. You’ll definitely need all the Oroberyl you can get your hands on if you want to pull the top units the Arknights Endfield banners have to offer.
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