FactorybeginnerUpdated: 10/15/2026

Arknights: Endfield Factory Guide: AIC Layout & Production Basics

Build a working Arknights: Endfield factory from scratch — core layout principles, machine placement, and the production line that fuels every upgrade.

The Automated Industry Complex is the production backbone of Talos-II, and the entire Arknights: Endfield factory loop decides how fast you progress. Raw ore flows in from mining drills, processors refine it into plates, components, batteries, and tactical items, and every finished batch rolls straight into gear upgrades, character ascension, and base expansion. Get the layout wrong and the whole base stalls; get it right and the AIC quietly funds every other system in the game. This guide walks new commanders through the core principles of an Arknights: Endfield factory — power budgeting, bus-spine conveyor design, processing-block placement, and the early production chains that cover the first ten hours of progression.

What the AIC Actually Does and Why It Matters

The factory in Arknights: Endfield is not a decorative side mode — it sits on roughly half of the game's intended playtime, according to the developer's own description on the Game8's Endfield page on Carly's Verdant Anthology. What the AIC produces flows directly into the RPG half of the game: weapons need ore and refined components, characters need upgrade chips, and the late-game crafting recipes need a steady stream of processed materials that no amount of combat farming can substitute for.

The relationship also runs the other direction. Field combat unlocks higher-tier ore nodes, which the AIC then converts into higher-tier gear, which in turn lets operators push further into harder combat zones. The two systems are deliberately braided, so an Arknights: Endfield factory that runs at 40% throughput will quietly throttle your character progression even when your squad is correctly built.

The Three Loops You Run Every Session

Every AIC base in Arknights: Endfield runs three overlapping loops, and recognizing how they interlock is what separates a working factory from a stalled one. The power loop feeds every conveyor, sorter, and refiner from a single shared energy budget, the material loop turns raw ore from mining drills into ingots, plates, and batteries, and the logistics loop decides whether that throughput ever reaches the machines that need it — so when you read a blueprint or plan your own layout, you should be tracing all three threads at once, not just the placement of the machines.

LoopInputOutputWhy It Matters
Power loopPower nodes (wind, thermal, geothermal)Energy budget for the gridEvery machine draws from one shared budget; overdraw trips facilities offline
Material loopRaw ore from mining drillsRefined ingots, plates, components, batteriesFeeds crafting, gear upgrades, and base expansion costs
Logistics loopConveyor belts, sorters, depotsItem routing between machinesDetermines whether processing blocks ever receive enough input to actually run

The most common mistake new players make with an Arknights: Endfield factory is treating the AIC like a storage puzzle — dropping machines wherever there is floor space. In practice the layout is closer to a transit map, and the rules that govern bus-spine routing matter far more than which specific machine you place first.

Core Principle: The Bus-Spine Layout

Game8's archived AIC overview describes the production backbone as a "bus rather than a pile of machines," and that framing is the single most useful mental model for new players. Raw ore enters a central conveyor spine, processing blocks tap off the spine at fixed intervals, and the finished goods merge back into the same spine so downstream stages never starve.

The bus-spine approach has three concrete advantages over scattered placement, each rooted in how AIC conveyor belts actually behave under load: a straight spine lets you hit the documented 60 items-per-minute per lane ceiling without buffer starvation, mirrors the linear T-junction tap pattern shown in Game8's archived schematics, and keeps your Arknights: Endfield factory blueprint readable enough that a sharable code actually reproduces the intended throughput instead of choking on a spaghetti reroute.

  • Predictable throughput. A straight belt has a known maximum items-per-minute rating. A tangled belt has unknown behavior, and choked flow is almost always the cause when a facility sits idle.

  • Easy debugging. When a processor stops receiving input, the answer is almost always upstream of the machine on the spine. With a scattered layout, the answer could be anywhere.

  • Cleaner expansion. Adding a new processing block to a bus is a one-minute tap job. Adding the same block to a scattered layout means rerouting half the base.

Because every later phase of an Arknights: Endfield factory guide still relies on the same central conveyor spine, the bus-spine layout acts as a permanent trunk line that later stages simply branch off of — adding Protocol Interface modules, matrix smelters, or rare-ore refineries at predetermined tap points never forces a full base rebuild, and the resulting Arknights: Endfield factory blueprint stays shareable as a clean code rather than collapsing into a spaghetti reroute that chokes the documented 60 items-per-minute per lane ceiling.

Power, Cables, and the Grid Budget

Power is the hard ceiling on everything else in the AIC. Every conveyor, processor, and mining rig draws from one shared grid budget, and exceeding that budget trips facilities offline rather than merely slowing them down. According to community data published on Game8's power-output overview, expanding generation capacity always has to come before adding new consumers, and cable runs have to stay short enough to avoid excessive transmission load.

The practical effect is that the first 30 minutes of factory work in any new save should go into power, not into machines. A belt with no machine attached still costs a trickle of energy, and a fully built processing block with a dead power feed is a waste of floor space.

How the Power Grid Works in Practice

Power ElementFunctionCommon Mistake
Power nodesGenerate energy (wind, thermal, geothermal)Building only wind and ignoring late-game tier upgrades
Cable segmentsConnect nodes to consumersRunning one long daisy chain instead of a relay
RelaysSplit high-draw regions onto their own circuitLetting one spike brown out the whole base
Grid budgetTotal power the AIC can pull at onceBuilding processors before unlocking enough nodes

The rule of thumb reported by players on community threads is to keep processing blocks that draw similar power on the same relay. A spike in one region should never propagate to the rest of the base, because the moment one region browns out, every consumer downstream of it stops receiving input — and a starved processing block sits idle even if the rest of the grid is healthy.

The Cable-Length Problem

Cable transmission loss scales with distance, which means a long cable run to a single machine quietly wastes capacity that the rest of the grid could use. The fix is to either place power nodes closer to heavy-draw processing blocks or insert a relay partway down the run. Both options are cheaper than adding a brand-new power node, and either works as long as the relay sits within the maximum transmission range of the source.

A common early-game trap is placing a single geothermal node in the corner of the base and running one long cable to a furnace cluster on the opposite side. The cable transmits, but by the time the energy reaches the furnaces the delivered wattage has dropped by enough to cause brownouts whenever the cluster spins up. The cheap fix is to add a relay halfway; the better fix is to put a second geothermal node near the furnace cluster and let both nodes share the load.

The Production Line: From Ore to Gear

The Arknights: Endfield factory blueprint is, at its core, a chain of three or four machine types wired together by conveyor belts. Once that core chain — typically Refining → Crafting → Assembling — is laid down and the belt throughput matches the machine's cycle time, the rest of the base is just variations on the same pattern. Adding secondary feeders for byproducts, storage buffers before the packager, and parallel production lines for alternate recipes all hang off the same skeleton, so getting those first three or four machines right determines whether the entire AIC factory scales or constantly stalls.

Stage 1: Mining and Primary Smelting

Raw ore is pulled from a mining drill and dropped onto a conveyor. The first processor in the chain is almost always a smelter, which converts raw ore into standardized ingots. Ingots are the lingua franca of the entire base, because every downstream machine in the AIC accepts them as input — even when a recipe needs a different final material.

MachineInputOutputPower Draw
Mining drillNothing (uses location)Raw oreLow
SmelterRaw oreStandard ingotsMedium
Storage depotAnythingBufferLow

The smelter is also where the first throughput decision gets made. A single smelter can only process a fixed number of ingots per minute, and the conveyor feeding it has its own items-per-minute cap. If the smelter is faster than the belt, the ore backs up at the drill; if the belt is faster than the smelter, the surplus ore piles up in front of the smelter and chokes the belt upstream.

Stage 2: Secondary Processing

Ingots move from the smelter onto the main conveyor spine and get tapped by secondary processing blocks — refineries, forges, and assemblers — each block converting ingots into a different downstream material that downstream gear recipes will actually consume. Because every secondary processor draws from the same belt lane, the layout decision that matters most here is which block to place nearest the smelter tap and how wide to upgrade that feeder segment, since a single Mk.2 belt typically maxes out at feeding two of the three block types before throughput starts to starve the third.

  • Refineries turn ingots into plates, the staple input for armor and structural parts.

  • Forges turn ingots into weapon blanks, the staple input for operator gear.

  • Assemblers combine plates and weapon blanks into finished components that gear recipes consume directly.

This is also the stage where the bus-spine layout pays off. Game8's archived factory guide notes that "clogged facilities are almost always a throughput mismatch, where a processing step consumes faster than its feeder can deliver, so the fix is to widen the feeder or add a buffer depot rather than stacking more processors." In other words, if a forge keeps running out of input, the answer is a faster belt to the forge, not a second forge.

Stage 3: Final Assembly and Distribution

Finished components exit the secondary processors and land on a downstream stretch of conveyor that feeds the gear-assembly machines — the final stage before items become ready-to-use gear. These machines typically draw more power than the secondary processors and produce lower-volume but higher-value output, which is why they usually live at the end of the spine.

A small storage depot at the end of the line acts as a buffer. When the final stage produces faster than the player can collect, the depot absorbs the surplus; when the player collects in bulk, the downstream conveyor never starves.

Layout Patterns and Blueprint Codes

Once the basic chain is wired, the next question is how to arrange it on the base grid. New players tend to invent a layout from scratch; experienced players copy or adapt a known working pattern. The two most common entry points are the linear spine and the modular block.

Linear Spine vs. Modular Block

LayoutBest ForStrengthWeakness
Linear spineSmall bases, early gameEasy to build, easy to debugHard to expand without rewiring
Modular blockMedium to large basesEach block is self-containedRequires planning before building
Hybrid (spine + blocks)Late-game basesScalable, debuggable, balancedSlowest to design

A linear spine is the right answer for a brand-new Arknights: Endfield factory because it costs the least planning time and works as long as the base fits on one screen. The moment the base wraps a second screen, the spine starts to bottleneck because every machine has to share one belt, and the layout graduates to a modular block or hybrid.

Modular blocks group one or two smelters with their downstream refiners and a local storage depot. Each block is wired to the central spine as a unit, so a base becomes a row of blocks rather than a row of individual machines. When a block underperforms, the player can swap in a new block without touching anything else.

Where Blueprint Codes Fit In

Blueprint codes are a shareable form of an Arknights: Endfield factory blueprint — a saved layout that another player has published, encoded as a short string. The base in the code can be loaded into your own AIC and inspected or used as a starting point, which makes codes the fastest way to skip the trial-and-error phase of layout design. The community-driven list of working codes is the most reliable place to look, because the codes themselves only work if the corresponding layout is still valid in the current patch.

A reasonable workflow for a new Arknights: Endfield factory operator is to first hand-place a 3–5 block linear spine on the AIC planning grid using only iron-tier belts and a single relay, so the input→splitter→assembler power curve is visible without mod overlap. Once that skeleton runs clean, import one or two codes from the community list and diff their relay ratios against yours — most shared codes assume you have already unlocked the late-game conveyor tier, so a code failing to load usually signals a missing protocol center upgrade rather than a dead string.

  1. Build a small linear spine by hand so the basics are clear.

  2. Pull one or two shared Arknights: Endfield factory blueprint codes from the community list to see how experienced players solved the same problems.

  3. Combine the best ideas from both into a hybrid layout for the late-game base.

This sequence avoids the two common failure modes: relying on a code without understanding it (which makes troubleshooting impossible), or refusing to use codes at all (which wastes hours on layout decisions the community has already optimized). For players who want a deeper walkthrough of mid- and late-game base designs, the factory automation guide covers belt tuning, relay placement, and endgame block expansion in more detail.

Common Bottlenecks and How to Fix Them

A factory that hit its throughput targets yesterday can choke overnight after a single shift change, and in Arknights: Endfield most of those failures cluster into three recurring buckets: starved machines, brownout regions, and backed-up depots. The troubleshooting playbook below walks through each one with the matching symptoms, root cause, and concrete fix for your Arknights: Endfield factory layout.

BottleneckSymptomRoot CauseFix
Starved smelterSmelter idle, raw ore piling at drillBelt too slow into the smelterUpgrade belt speed or add a second conveyor
Brownout regionSeveral machines offline at onceLocal power relay overloadedAdd a relay or split the region onto a new node
Backed-up depotItems piling in storage, downstream emptyDownstream belt slower than upstream feedUpgrade downstream belt or insert a sorter

The fastest diagnostic trick is to follow the affected material backward along the conveyor. If the depot is full, look downstream — the bottleneck is downstream of the depot. If the smelter is idle, look upstream — the bottleneck is the belt feeding the smelter. With a bus-spine layout, the answer is always within a few screen widths, and the fix is usually a single machine or belt upgrade.

For a more thorough rundown of material-transfer edge cases, including the Wuling-specific layout pattern and the farming-tools questline that unlocks the higher-tier depots, the factory troubleshooting guide walks through each failure mode with annotated screenshots.

Throughput Mismatches vs. Power Trips

A throughput mismatch is a logic problem — the right materials are not arriving at the right machine. A power trip is an electrical problem — the right materials are arriving, but the receiving machine has lost power and is sitting dark. Players often misdiagnose the two, because a starved machine and a power-tripped machine both look idle in the AIC overlay. The cheap check is to click the idle machine: a power-tripped machine shows a red power icon, while a starved machine shows an empty input queue. That single click saves hours of fruitless conveyor rebuilding.

Scaling Past the First Base

The first base in the AIC fits comfortably on one screen and runs on one power grid. The second base, which unlocks after a story milestone, has roughly twice the floor area and an independent power grid, which means the layout decisions made on the first base are no longer the only decisions that matter. The third base unlocks the higher-tier ore nodes that the first two bases cannot reach, and the layout has to absorb a new generation of high-throughput processing blocks.

The Tier Progression Cheat Sheet

TierNew UnlockWhat the AIC Needs to Add
Tier 1Basic smelters, simple beltsLinear spine, single relay, one mining drill per ore type
Tier 2Refineries, assemblersModular blocks, dedicated smelter block per refinery
Tier 3Geothermal nodes, forgesHybrid layout, secondary power relay, item sorters
Tier 4High-tier components, tactical itemsFully modular base with buffer depots at every stage

The natural temptation at each tier is to add machines faster than the power grid can support, which causes cascading brownouts. The disciplined approach is to add a power node and a relay for every two new machines, and to verify the grid budget before placing a third machine. That sequence keeps the base stable and means new machines actually run as soon as they are placed.

A useful framing is to think of the AIC as one large production system, not as a collection of independent machines. Every block added to the base changes the load on the spine, the power grid, and the input ore supply, and the late-game layouts that scale gracefully are the ones where those three subsystems are upgraded in step rather than one at a time. For a catalog of working end-game base arrangements, the base blueprints guide compiles tested setups that survive the jump from tier 3 to tier 4 without rewiring.

Frequently Asked Questions

What does the Arknights: Endfield factory actually produce?

The factory turns raw ore into ingots, plates, components, batteries, and tactical items, all of which feed crafting, gear upgrades, character ascension, and base expansion. According to the official Steam description, the AIC is the backbone of progression and is meant to consume roughly half the player's total playtime.

What is the best factory layout for beginners?

A linear bus-spine layout works best for new players because it is easy to build, easy to debug, and easy to expand. Raw ore enters a central belt, processing blocks tap off the spine at fixed intervals, and finished goods merge back into the same spine so downstream stages never starve.

Do blueprint codes still work after a patch?

Blueprint codes only work if the layout they encode is still valid in the current patch. The community-driven list of working codes is the most reliable source, because publishers update the list as soon as a layout stops loading.

Why does my smelter keep going idle?

A starved smelter almost always points to a throughput mismatch, where the belt feeding the smelter delivers fewer items per minute than the smelter can process. The fix is to widen the feeder belt or add a second conveyor, not to add a second smelter.

How do I avoid power brownouts in the AIC?

Build power nodes and relays before adding new consumers, keep cable runs short, and group high-draw processing blocks on their own relay so a spike in one region does not brown out the rest of the base. Community testing suggests brownouts are the single most common reason a mid-game factory underperforms.