Arknights: Endfield NA/EU AIC Blueprint Codes (January 2026)

Use these working AIC blueprint codes on NA/EU servers to automate early and mid‑game factories with minimal manual setup.

By Shivam Malani 4 min read
Arknights: Endfield NA/EU AIC Blueprint Codes (January 2026)

Blueprint codes in Arknights: Endfield let you paste a complete AIC layout into your factory so you do not need to wire every conveyor and machine by hand. For NA/EU servers, several community-tested prints cover most of what you need in early and mid game: basic materials, Buck Capsules, and power generation.


Working AIC blueprint codes for NA/EU servers

The codes below are designed for North America and Europe servers and focus on broadly useful early–mid game production. All of them are standard AIC blueprints, not redeem codes, so they are entered inside the factory blueprint menu.

CodeRewardStatus
EFO013o72I2588a90579 Early-game resource line (Amethyst components, Buck Capsules, Carbon) Working
EFO01893u0E03415UI73 Full Amethyst materials line (Fiber, Component, Bottle, Part, Powder) Working
EFO01o083aOa8261IieO Buck Capsule C production line Working
EFO012I45uAu4e83eIOo Full Ferrium materials line (Fiber, Component, Bottle, Part, Powder) Working
EFO011ea0ioia3Ue34O7 LC Valley Battery production line Working
EFO01Iao8151oE965o08 Seed machine loop (Buckflower, Citrome, Aketine) Working

These layouts are aimed at NA/EU players who want stable production without fine-tuning belt ratios. They assume you have unlocked the relevant machines (Refining Units, Filling Units, Shredding Units, planters, seed machines, Thermal Banks, etc.). If a machine is still locked, the game will place the rest of the blueprint and mark missing buildings.


What each NA/EU blueprint is good for

Early-game resource blueprint – EFO013o72I2588a90579
This layout combines several low-tier productions into one compact factory. It produces Amethyst-based components, Buck Capsules, and Carbon, giving you a general-purpose feed for gear, consumables, and saleable goods. It is a good first drop-in print once your starter PAC is upgraded a bit.

Amethyst Materials blueprint – EFO01893u0E03415UI73
This print turns Amethyst Ore into the full Amethyst material chain: Fiber, Component, Bottle, Part, and Powder. Keeping one copy running in the background covers early exploration tools, basic gear recipes, and stock for later upgrades. You only need to ensure steady Amethyst Ore input through your AIC buses or depot unloaders.

Buck Capsule C blueprint – EFO01o083aOa8261IieO
Buck Capsule C is an early medicine item used both for healing and for generating Valley Stock Bills when sold. This blueprint handles the entire flow, from plants and powders through bottles and filling. It is ideal if you want a simple, repeatable line that converts raw ore and Buckflower into a steady income and consumables.

Ferrium Materials blueprint – EFO012I45uAu4e83eIOo
This factory focuses on Ferrium, outputting Fiber, Component, Bottle, Part, and Powder from Ferrium Ore. Ferrium Components and Parts are central to many mid-game weapons and gear, while Ferrium Powder feeds into bombs, batteries, and other recipes. Running this alongside the Amethyst print keeps both gear lines covered.

LC Valley Battery blueprint – EFO011ea0ioia3Ue34O7
The LC Valley Battery line produces basic batteries that can either power Thermal Banks or be sold on the Valley stock market. Players often dedicate an entire PAC or Sub-PAC to batteries, then plug the outputs into a separate power hub of Thermal Banks. This blueprint is a good starting point for that approach.

Seed machine blueprint (NA) – EFO01Iao8151oE965o08
Plant loops are a frequent choke point in AIC layouts. This blueprint ties a Seed-Picking Unit and planters into a self-sustaining loop that duplicates Buckflower, Citrome, or Aketine from a small starting batch. You place a handful of the desired plant into the Seed-Picking Unit, and the system will both feed itself and export surplus plants to storage or production lines.


How to import blueprint codes on NA/EU servers

Blueprint codes are used from inside the AIC interface, not in the usual redeem-code menu.

Step 1: Travel to the Core AIC or an outpost AIC and stand inside the yellow build area so the factory interface can be opened.

Step 2: Enter top-down build view (for example, with keyboard or controller input, depending on your platform).

Step 3: Open the Blueprint menu from the on-screen build UI (the button in the lower right corner labeled for blueprints).

Step 4: Switch to the Shared Blueprints tab, then choose the option to import a blueprint.

Step 5: Paste the desired AIC code exactly, without extra spaces or punctuation, into the import field and confirm.

Once imported, the blueprint will appear in your list. You can then select it, preview the footprint, and place it inside any compatible PAC or Sub-PAC, provided there is enough space and you have unlocked the required facility types.


Key limitations and common issues

Several constraints apply to blueprint codes and often explain “invalid” or “entry length exceeded” errors.

Server-locked codes. AIC blueprint codes are tied to server regions. NA/EU codes do not import on Asia servers and vice versa. When a code is valid but gives an “invalid sharing code” message, it is usually from a different region.

Exact character matching. Codes mix numbers, lowercase letters, and uppercase letters such as I and O. Misreading these (for example, typing a lowercase l instead of uppercase I) will cause import failures. Copy and paste when possible, and remove trailing dots or spaces.

Facility unlocks. The game can place a blueprint even if some building types are locked, but those tiles will be missing and the line will not run correctly. If a line clogs or stalls immediately, check whether every Refining Unit, Filling Unit, Planter, Thermal Bank, or Protocol Stash the print expects is actually built.

Power and input supply. Blueprints only define layout; they do not guarantee enough power or input resources. For example, a stockbill farm that expects four belts of Amethyst Ore will clog if your AIC center is sending mixed ores, or if the belts are configured for the wrong item.


Making NA/EU blueprints run smoothly

Even with good community layouts, a few small adjustments greatly improve reliability.

Configure AIC output belts. Many medicine and material factories assume specific ores or plants on every incoming belt. Set each AIC Center belt to request the right ore (for example, Amethyst Ore or Ferrium Ore only) and clear out any mismatched items already on the line.

Prime plant loops manually. Seed duplication setups and infinite farms cannot pull starting plants from your depot automatically. Place a small initial batch (often 5–10 units) into the Seed-Picking Unit or Planter inventory so the loop can begin.

Watch for belt throughput limits. Single belts carry a limited number of items per minute. Some seed or powder prints use two belts from the same machine to avoid clogs; do not remove or merge these belts unless you understand the timing.

Scale in modules. Many of the NA/EU codes are compact enough to be tiled side by side. Once one instance is running cleanly, you can copy the blueprint again in the same PAC or another PAC to scale output without redesigning anything.

Using these NA/EU blueprint codes as drop-in modules lets you keep factories focused on power, capsules, and core materials, while you spend your time on exploration, combat, and upgrades instead of conveyor puzzles.