FactoryintermediateUpdated: 10/15/2026

Arknights: Endfield Factory Automation Guide: Belts & Power

Master the Arknights: Endfield factory automation guide from beginner blueprints to endgame layouts with conveyor routing and power grid tips.

A well-planned AIC is the single biggest accelerator in Arknights: Endfield, because every combat upgrade, character weapon, and stamina sink you encounter downstream is fed by what your factory produces. This Arknights: Endfield factory automation guide walks through the same progression arc real players report: a tiny starter loop that fits the opening plot, a mid-game bus-and-branch layout that finally keeps up with demand, and an endgame blueprint where conveyor routing and the power grid are tuned to the watt. You will see the exact placement of belts, splitters, relays, and storage depots at each stage, the throughput math behind every bottleneck fix, and the electricity-budget habits that keep a high-output base from browning out the moment you add one more smelter.

Why Factory Automation Matters from Day One

The AIC (Automated Industrial Complex) is not a side system you unlock "later." In the first ten hours, the base is the real progression engine: a working production line generates upgrade materials continuously, while a neglected one leaves you farming by hand, according to the the official Endfield site (Italian). Beginners who secure the starting region, get a minimal factory loop running, and only then push story chapters consistently out-progress players who skip straight to combat.

Two systems interact at every stage of the game. Conveyor belts move items, and the power grid keeps every machine alive. If either one is mis-sized, the entire base stalls, so the design philosophy this guide uses is to treat the AIC as a production bus — a single main belt spine that raw ore enters, that processing blocks tap into, and that finished goods exit — rather than a pile of disconnected machines.

A few terms recur throughout this Arknights: Endfield production line guide, and pinning them down early keeps the rest of the article unambiguous: Feeder Belt, Spine Belt, Tap Point, Buffer Depot, and Relay are the five vocabulary words you will see in every blueprint screenshot and loadout discussion, and the community-maintained Arknights: Endfield wiki treats them as the canonical building blocks for any factory automation guide worth reading.

  • Feeder Belt: a belt that delivers raw input to a single machine.

  • Spine Belt: the central conveyor that runs through the whole base, fed by mining rigs.

  • Tap Point: a junction where a machine pulls items off the spine.

  • Buffer Depot: a small storage that absorbs throughput mismatches.

  • Relay: a power-distribution node that splits the grid into isolated zones.

The 80/20 rule that emerges from community testing is straightforward: a sloppy layout with a great power grid will run; a beautiful belt layout on a starved grid will not. Both matter, and both are covered in depth in the sections that follow.

Conveyor Belt Routing: Building the Spine

The Single-Spine Principle

The most common beginner mistake in any Arknights: Endfield conveyor belt guide is to place machines wherever they fit and then try to weave belts between them after the fact. That back-and-forth routing is the number-one cause of clogged facilities, because every bend introduces a one-tile slowdown and every crossing creates an unintended merger.

Instead, lay a single Spine Belt down the longest axis of the buildable area first. Every mining rig empties onto the spine. Every processing block taps the spine at a fixed interval. Every finished-goods exit pulls off the spine at the end. This is the same pattern the official Arknights: Endfield beginner guide recommends, and it scales surprisingly far before you ever need a second belt.

Tap Spacing and Throughput

Each tap point on a spine can sustain roughly one machine of the same tier, because the belt moves items at a fixed rate and each machine consumes at its own rate. When a downstream machine needs more than one belt-worth of input, the fix is to widen the feeder — not to add a second machine that starves.

Machine TierItems / MinSpine Belts RequiredRecommended Tap Spacing
T1 Smelter81every 4 tiles
T2 Processor141 (upgraded)every 6 tiles
T3 Fabricator222every 8 tiles
T4 Refinery352–3every 10 tiles

Players who ignore the spacing column and stack processors two tiles apart report constant micro-stalls, where one item in five fails to arrive on time and the processor idles. The fix is mechanical: add a Buffer Depot between two fast machines, never between a fast and a slow one, because the buffer can only absorb mismatches, not create throughput.

Common Bottleneck Patterns

Three patterns account for roughly 80% of the "my factory stopped" reports in the community, and all three share a common root cause: the conveyor belt spine is being asked to do work the merger logic was never designed to handle. In Arknights: Endfield's automation system, mergers only combine items on the same belt layer, so any time a layout relies on visual overlap, shared tiles, or tier mixing to "save space," throughput silently collapses while the UI still reports the line as active. Recognizing these three failure modes early — crossing belts, dead-end taps, and loop-back merges — is the single fastest way to debug a stalled production chain before you start replacing perfectly functional mining rigs.

  • Crossing Belts: two belts that pass over each other without a merger. The game does not auto-stack these; items pile up on the lower belt while the upper belt runs empty. Fix: reroute one belt around the other, or insert a 2-tile bridge using a raised belt segment.

  • Dead-End Taps: a machine pulls off the spine but the items never reach it because the belt was placed one tile short. Always leave one extra belt tile past the last tap as a "runway" — it costs nothing and prevents the most common silent failure.

  • Loop-Back Merges: a finished-goods belt re-merges with the raw-ore belt to "save space." The merger mixes tiers and confuses sorting. Fix: route finished goods to a dedicated export belt that exits the base.

A useful sanity check is to walk the spine from the mining rig to the exit, counting tiles, after every edit. If the walk takes more than 20 seconds, the layout is probably trying to do too much on one belt and deserves to be split.

Power Grid Design: Electricity as a Hard Ceiling

The Real Constraint

Power is the hard ceiling on everything in the AIC, and the official Arknights: Endfield power output page is explicit: every conveyor, processor, and mining rig draws from one grid budget, and exceeding it trips facilities offline instead of merely slowing them. That distinction matters: a brownout does not degrade performance, it kills it, so the grid must be sized with a safety margin rather than matched to the average draw.

Increasing output means expanding generation capacity before adding consumers, keeping cable runs short enough to avoid excessive transmission load, and separating high-draw processing blocks onto their own relay so a spike in one region does not brown out the rest of the base.

Building the Grid Layer by Layer

A three-layer grid model keeps the design honest at every stage of this Arknights: Endfield electricity guide, because each tier forces the planner to commit to a fixed power budget before placing a single conveyor belt or production line. Layer 1 anchors beginners around 2 Coal Generators capped at 4 machines (~40 kW), Layer 2 introduces a Relay so a smelter brownout cannot stall the entire assembly line, and Layer 3 scales to Geothermal + Fusion (~280 kW) for the endgame factory blueprint. Treating the grid as three discrete snapshots — rather than one organic sprawl — makes the relay, generator ratios, and coverage zones auditable instead of hopeful, which is the difference between a base that boots in 2 minutes and one that resets every shift.

LayerGeneratorsCoverageTypical Draw
L1 Starter2× Coal Gens1 quadrant, 4 machines max~40 kW
L2 Mid-Game1× Coal + 2× Geothermalhalf the base~120 kW
L3 Endgame1× Geothermal + 1× Fusionfull base with margin~280 kW

Each layer adds one Relay that splits the base into zones, so a brownout in zone A never cascades into zone B. The relay is the single most underused building in the early game, and adding it the moment a second tier of machines comes online is the cheapest insurance available.

Transmission Load and Cable Length

Cables lose efficiency over distance, and the falloff curve is steep enough that a 30-tile run can drop delivered power by roughly 15–20% at the connector, with a 20-tile run already bleeding around 8–10% before relays compensate. Because every relay re-amplifies the line but also adds one extra component to the power grid, a single ultra-long cable almost always delivers less usable wattage to the machine than a relay-chained route of the same total length. Planning a base around this falloff curve — measuring distance from generator to relay, not from generator to machine — prevents the worst cases before you ever need a sub-relay.

  • Cluster high-draw machines (T3 and T4) within 12 tiles of their relay. If a T4 Refinery must sit far from the relay, run a dedicated sub-relay rather than a single long cable.

  • Place generators on the side of the base opposite the export belt, so the cable path and the belt path never cross. Cables and belts cannot share tiles, and the crossing forces a long detour.

  • Reserve one generator as a "swing unit" that is connected but idle during normal operation. When a new machine is added, the swing unit comes online instead of forcing a new generator build, which saves a tier-3 construction slot.

Beginner Blueprint: The First 10 Hours

A Minimal Viable Layout

The community-converged Arknights: Endfield beginner factory blueprint fits in a compact 6×6 footprint using only T1 machines unlocked in the opening chapter, deliberately chosen so new players can reproduce it without investing in T2 power infrastructure. By keeping the T1 smelter, fabricator, mining rig, and buffer depot within a single spine belt run, the layout minimizes tile waste and avoids the cross-branch routing that triggers the early-game conveyor throughput penalty. This tight scope is intentional: it lets the coal generator's 800W output cover the entire 6×6 loop without requiring a second junction box, and it leaves the surrounding tiles free for the layout expansions covered later in the production line guide.

  • 1× Mining Rig (ore) on the north edge

  • 1× Spine Belt running south

  • 1× T1 Smelter tapping the spine at tile 3

  • 1× Buffer Depot tapping the spine at tile 5

  • 1× T1 Fabricator tapping the buffer at tile 6

  • 1× Coal Generator on the west edge, powering all four machines

  • 1× Storage Silo at the south edge for finished goods

This layout produces a small but steady stream of T1 alloy and T1 components, which is enough to feed the first set of character weapon upgrades without ever leaving the base. The footprint is small on purpose: beginners who expand before they have a stable T1 loop almost always end up with two half-finished production lines instead of one working one.

Upgrade Triggers, Not Timers

Threshold-based upgrading works because Arknights: Endfield's machine logic runs on per-tick checks rather than cumulative timers, so a Smelter that has been idle for 15 of the last 60 ticks is reporting a real Spine throughput gap, not noise. The thresholds below were crowdsourced from factory automation players running minimal 6×6 starter layouts and represent the first visible bottleneck — typically around 15-20 minutes into a production line setup, when Belt throughput starts starving downstream T1 Fabricators. Treat each row as a self-resetting signal: if Spine idle drops back under 10% after a T2 spine upgrade, the layout is healthy again.

TriggerSymptomUpgrade
Smelter idle > 30% of timeSpine too slowUpgrade spine to T2
Buffer Depot always fullDownstream too slowAdd second T1 Fabricator
Coal Gen at 95% loadCable run too longAdd second Coal Gen + Relay
Export belt overflowSilo not emptyingBuild second Storage Silo

Each row is a self-resetting check: if the next trigger does not fire within a session, the layout is still healthy. This is the same logic the official Arknights: Endfield beginner guide describes, and it scales from the 6×6 starter to the endgame 20×20 base without changing rules, only thresholds.

A Common Pitfall: "Just Add More Machines"

The single biggest trap for new players is to add a second mining rig the moment the first one starts to feel slow, because two mining rigs feeding one spine is exactly the configuration that produces belt congestion. The correct first response to "I need more ore" is to upgrade the existing rig to T2, which roughly doubles output without changing the belt topology. Only when a T2 rig is also saturated should a second rig be added, and even then it should feed a parallel spine rather than the original one.

Endgame Blueprint: The Production Bus

Why the Bus Scales

By the time the story unlocks T4 machines, the arknights endfield endgame factory blueprint is no longer about adding more of the same — it is about throughput matching across stages that consume at very different rates. The bus layout that emerges from high-tier play is essentially a wider version of the starter spine, with three to five processing blocks tapping a central belt that carries partially refined materials between them.

StageInputMachineOutputTap Point
1Raw OreT3 Mining RigCrude AlloySpine north
2Crude AlloyT3 SmelterRefined BarsSpine mid-N
3Refined BarsT3 RefineryT3 PlatesSpine mid-S
4T3 PlatesT4 FabricatorWeapon ComponentsSpine south
5Weapon ComponentsAuto-LoaderExport CrateOff-spine exit

Each stage taps the spine at a different point, and each stage's output is consumed by the next stage's input. A buffer depot sits between every two stages to absorb micro-mismatches, and a relay sits between stages 2 and 3 to isolate the high-draw smelter from the lower-draw refinery.

Power Grid for the Endgame Bus

A full bus layout draws between 250 and 320 kW depending on how many T4 machines are active, and the only practical way to feed that is a fusion generator backed by a geothermal. The grid layout that high-tier players converge on is two-relay:

  • Relay North powers stages 1–2 (mining and smelting), draw ~110 kW

  • Relay South powers stages 3–5 (refining, fabricating, export), draw ~180 kW

If either relay trips, only half the base goes offline, and the surviving half keeps producing a partial output that can be stored in the buffer depots until the tripped relay is restored. This is a significant improvement over a single-relay design, where a single brownout kills the entire base at once.

Routing the Export Belt

The export belt is the one belt that does not merge back into the spine. It runs south from stage 5, out of the base footprint, and terminates at a row of storage silos that the rest of the game treats as a normal inventory. Keeping the export belt physically separated from the spine is what prevents the loop-back merge problem described earlier, and it is the single layout change that improves throughput the most in the transition from mid-game to endgame.

Tuning, Troubleshooting, and Long-Term Habits

Reading the Power Screen

The in-game power screen reports three numbers per zone, and learning to read them takes about ten minutes but pays off for the rest of the playthrough: the panel sits on the left edge of the factory overlay and refreshes roughly every 2 seconds, so you can watch draw climb in real time when a batch of smelters or chem-plants spins up. Treating Peak Draw as a leading indicator rather than Current Draw is the single biggest upgrade most new automation planners make, because conveyor-fed machines often idle at low draw most of the cycle and then spike when output chests fill, catching you off guard if you only sampled the average.

  • Budget: the total power a zone can draw before tripping

  • Current Draw: what the zone is using right now

  • Peak Draw: the highest draw in the last 60 seconds, useful for catching spikes that do not show in the average

If Peak Draw is consistently above 90% of Budget, the zone is one machine addition away from a brownout. The fix is almost always to add a generator or to move a machine to an adjacent zone, never to "wait and see."

Reading the Belt Screen

The belt screen reports the throughput of every belt segment. A healthy belt is at 70–85% utilization; above 90% means the belt is the bottleneck and a wider belt is needed. Below 50% on a segment that feeds a machine means the machine is over-supplied and the surplus could be rerouted elsewhere, although this is rare in practice.

When to Rebuild vs. When to Patch

A common late-game question is whether to keep patching a layout or to tear it down and rebuild, and the decision rule that experienced players use comes down to counting how many independent systems have drifted out of spec at the same time. Patch in place only when one machine, one belt segment, or one power sub-node is the sole deviation from target throughput; once two or more stages fall out of balance, or the power grid shows multiple overloaded zones, incremental fixes cost more deconstruct time than a clean rebuild of the affected quadrant, and the per-tile productivity lost during the swap is almost always recovered inside a single production shift.

  • If the bottleneck is a single machine or a single belt segment, patch in place.

  • If two or more stages are out of balance, or the power grid has more than one overloaded zone, rebuild the affected quadrant rather than trying to patch around it.

  • If the export belt runs through the middle of the base, the entire layout deserves a rebuild, because the export belt is structurally hard to relocate once it is laid.

This is also the point at which a logistics-oriented tool like the arknights endfield logistics guide earns its keep: when a base is being rebuilt around throughput, having a clear item-routing picture in advance saves an entire evening of trial-and-error placement.

Frequently Asked Questions

What is the single best first upgrade for a new factory?

Upgrade the spine belt to T2 the moment the smelter idles more than 30% of the time. A faster belt is the cheapest throughput win in the game, and it costs no extra power because T2 belts draw the same as T1. Every other upgrade depends on this one landing first, which is why it shows up in nearly every arknights endfield production line guide written for new players.

How do I stop my base from randomly going dark?

Add a relay between the high-draw machines and the rest of the base, and reserve one generator as a swing unit that comes online when a new machine is added. A brownout in a single zone will no longer cascade into the others, and the swing unit absorbs the moment of peak draw. This habit alone prevents roughly 70% of the random blackouts reported in the community.

Is it worth rebuilding the whole base for the endgame?

Usually yes, because the export belt is structurally hard to relocate once it is laid. The rebuild that pays off the most is the one that moves the export belt to the south edge and splits the power grid into two relays, because both changes are impossible to retrofit cleanly. Plan the rebuild on a free evening rather than between story chapters, and you will save hours of patching.

Do splitters and mergers help or hurt throughput?

They help when used to feed a parallel belt for a single high-draw machine, and they hurt when used to "save tiles" by merging two streams back into one. Every merge is a potential bottleneck, so the default should be one belt per stream and mergers only where a T4 machine genuinely needs the combined input.

How many storage silos do I really need?

At least two, and ideally three at the endgame. The export belt cannot push items into a full silo, so a single full silo stalls stage 5, which backs up stage 4, which stalls the rest of the bus. A second silo doubles the absorption window, and a third lets you keep producing while you spend a session using up the stockpile.