AIC Industry: Facilities & Base Building

This page is a working reference for your AIC (Automated Industry Complex) base: all 85 facilities confirmed in Endfield's data, grouped into the 8 real categories the game itself uses. Use it to see what each category is for at a glance, jump straight to any facility's full stats, and pull the power-grid math from the AIC Factory guide without re-reading the whole thing.

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Facilities by Category (8)

Resourcing — extractors and collectors that pull raw ore, water, and plants from the map.17
Combat — automated defense turrets and traps that protect the base from wildlife and threats.16
Logistics — belts, bridges, depots, and bus ports that move materials between facilities.16
Processing — crafting stations that turn raw materials into parts, components, and consumables.15
Ornamental — decorative placeables with no production role.6
Exploration — scouting and utility structures used away from the main base.5
Power — Thermal Banks and related generators that keep the whole grid running.5
Xiranite — upgraded-tier facilities unlocked later that extend range or output.5

What To Build First

Straight from the AIC Factory guide — the priority order that avoids wasted power and rebuilds.

What to Automate First: The Priority Order

You cannot automate everything on day one, and trying to is how bases end up half-built and fragile. Build automation in this order:

  1. Amethyst Parts production — Ore to Fiber to Parts via Shredding/Fitting Units. This feeds both your Thermal Bank construction and your early battery chain, so it pays off twice.
  2. LC Valley Battery line — the moment Packaging Units are available, per section 2's efficiency math. This is your first real power upgrade.
  3. Depot Node upgrades — raise storage caps before you scale production further; a full depot silently halts belts and is the most common false alarm in troubleshooting.
  4. SC / HC Valley Battery lines — only after your LC line and backup bank are stable. Each tier adds its own power draw (LC/SC/HC battery crafting all consume grid power to run), so don't chain them all at once.
  5. Reactor Crucible chemical lines (Xiranite, Cuprium, Hetonite solutions, etc.) — this is a Production II facility for crafting materials, not a power concern; automate it once your power base is stable, not before.

Do not automate Protocol Stashes as a storage shortcut — they draw power continuously with no off switch, and every one you place is a small permanent drain against your margin.

AIC Factory Guide →

Common Mistakes

The most-repeated base-building mistake, explained with the actual power math behind it.

How Cascading Power Failures Start (And 3 Rules to Kill Them Before They Start)

The failure pattern reported consistently by players: your battery production line (Shredding Units, Fitting Units, Packaging Units) is itself powered by the same grid it feeds. If total consumption creeps above generation even briefly, the battery line is one of the things that stalls — which means no new batteries reach your Thermal Banks — which means the banks run dry — which means the facilities that were keeping the battery line running lose power too. The whole base goes dark in a chain reaction, and because everything died at once, there's no obvious single cause to point at when you come back to check on it.

Three rules that prevent it:

  1. Keep one Thermal Bank completely outside the loop. Feed it from a dedicated Originium Ore miner that isn't connected to anything else. If your battery pipeline ever collapses, this bank still runs on raw ore and gives you enough power to manually restart the rest by hand instead of rebuilding from zero.
  2. Never let your battery-crafting chain's own power draw eat your safety margin. Before adding a new Shredding/Fitting/Packaging Unit, check that your current surplus (generation minus consumption) can absorb it. If margin goes to zero, you're one hiccup away from a cascade.
  3. Never dump the output of a single battery-packaging line into just one Thermal Bank. Each bank only pulls one battery every 40 seconds — if your line produces faster than that, output backs up the belt and stalls the whole production chain behind it. Use a Splitter to round-robin batteries across several banks.

If you already blacked out, recovery checklist (community-reported staged approach):

  1. Remove — don't just disable — any Protocol Stashes; they draw power continuously and switching them off does not stop the drain.
  2. Get one Thermal Bank running on raw ore first; it ramps slowly but won't spike consumption further.
  3. Once power is climbing, reactivate mining facilities gradually rather than all at once.
  4. Bring battery production back online in stages (LC before SC before HC) so each tier's draw is absorbed before adding the next.

Full Facility Catalog (85)

Sanguine Memories Ornamental — decorative placeables with no production role. Chubby Lung Balloon Ornamental — decorative placeables with no production role. Tiger Cage Ornamental — decorative placeables with no production role. Miniature Tree on a Hill Ornamental — decorative placeables with no production role. Chubby Lung Bollard Ornamental — decorative placeables with no production role. Tube Professor Ornamental — decorative placeables with no production role. Sledgehammer Mortar Combat — automated defense turrets and traps that protect the base from wildlife and threats. Acid Soaker Mk I Combat — automated defense turrets and traps that protect the base from wildlife and threats. Hyper Beam Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. AF1 Armor Fragger Combat — automated defense turrets and traps that protect the base from wildlife and threats. Conduit Outlet Manifold Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Conduit Inlet Manifold Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Purification Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Deluge Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Beam Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Surge Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Sentry Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. HE Grenade Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Marsh Gas Mk I Combat — automated defense turrets and traps that protect the base from wildlife and threats. Zipline Tower Exploration — scouting and utility structures used away from the main base. Separating Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Forge of the Sky Xiranite — upgraded-tier facilities unlocked later that extend range or output. Grinding Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Depot Bus Port Xiranite — upgraded-tier facilities unlocked later that extend range or output. Depot Bus Section Xiranite — upgraded-tier facilities unlocked later that extend range or output. Acid Resistant Pump Mk II Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Expanded Crucible Processing — crafting stations that turn raw materials into parts, components, and consumables. Pipe Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Water Treatment Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Hydro Mining Rig Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Conduit Outlet Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Conduit Inlet Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Transport Belt Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Gun Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Medical Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Grenade Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. LN Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Heavy Gun Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Omnidirectional Sonic Tower Combat — automated defense turrets and traps that protect the base from wildlife and threats. Fluid Supply Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Sprinkler Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Zipline Pylon Exploration — scouting and utility structures used away from the main base. Memo Beacon Exploration — scouting and utility structures used away from the main base. Easy Stash Exploration — scouting and utility structures used away from the main base. Thermal Bank Power — Thermal Banks and related generators that keep the whole grid running. Xiranite Relay Xiranite — upgraded-tier facilities unlocked later that extend range or output. Relay Tower Power — Thermal Banks and related generators that keep the whole grid running. Xiranite Pylon Xiranite — upgraded-tier facilities unlocked later that extend range or output. Electric Pylon Power — Thermal Banks and related generators that keep the whole grid running. Reactor Crucible Processing — crafting stations that turn raw materials into parts, components, and consumables. Packaging Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Filling Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Gearing Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Seed-Picking Unit Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Planting Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Amber Rice Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Moulding Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Redjade Ginseng Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Tartpepper Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Fitting Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Reed Rye Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Shredding Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Yazhen Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Jincao Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Aketine Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Sandleaf Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Citrome Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Refining Unit Processing — crafting stations that turn raw materials into parts, components, and consumables. Buckflower Plot Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Fluid Tank Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Depot Unloader Power — Thermal Banks and related generators that keep the whole grid running. Depot Loader Power — Thermal Banks and related generators that keep the whole grid running. Protocol Stash Exploration — scouting and utility structures used away from the main base. Pipe Converger Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Pipe Bridge Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Pipe Splitter Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Pipe Control Port Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Converger Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Belt Bridge Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Splitter Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Item Control Port Logistics — belts, bridges, depots, and bus ports that move materials between facilities. Fluid Pump Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Electric Mining Rig Mk II Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Electric Mining Rig Resourcing — extractors and collectors that pull raw ore, water, and plants from the map. Portable Originium Rig Resourcing — extractors and collectors that pull raw ore, water, and plants from the map.

Frequently Asked Questions

What counts as an AIC facility in Endfield?

Any structure you place inside your AIC base area — combat turrets, ore extractors, conveyor belts, crafting stations, power generators, and purely decorative pieces. This page tracks all 85 confirmed in the game's data.

Which facility category should I unlock first?

Power and Logistics before anything else — Thermal Banks and Electric Pylons keep every other facility running, and belts/depots let you actually move what you produce. See the priority section above for the exact order.

How is this different from the plain Facilities list?

The Facilities list is a flat catalog. This page adds the category breakdown, the power-priority build order pulled from the AIC Factory guide, and cross-links to Recipes and the guide itself — a single page to plan a base around.

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