Facility searches in Endfield land on a single item page with one line of text on it. You type "fluid gas transmuting unit" or "conduit manifold," the site shows you a description, and you still do not know what the thing connects to. This page is the other half: what each facility does, what it needs, and how the pieces are meant to fit together. Everything below is read out of our own item database, which holds 93 facility entries, 10 logistics units, 4 mining spots, 3 gas vents and 7 fluid reservoirs, plus the description text of the 49 Factory stages that teach each facility in turn.
What the facility data covers
Our item database splits facilities across four type labels, and the label tells you where a facility shows up in the Facility List rather than what it does. Combat facilities sit inside the Miscellaneous group, which is why they are easy to miss when you filter for facilities.
| Type in our data | Entries | Examples |
|---|---|---|
| Basic Facility | 44 | Thermal Bank, Depot Loader, Reactor Crucible, Fluid Tank, planting plots, processing units |
| Miscellaneous | 39 | 18 combat facilities, 4 mining rigs, 4 power pylons and relays, 2 fluid pumps, the Gas Extractor, conduits, ziplines |
| Ornamental | 8 | Decorative pieces placed from the Ornamental panel, such as the Chubby Lung Balloon |
| Special Facility | 2 | Protocol Automation-Core (PAC) and Sub-PAC |
| Logistics unit | 10 | 5 belt units, 5 pipe units, from Transport Belt up to Pipe Control Port |
| Facility template | 95 | Standard Template Assembly items; 68 of them read "This template lets the Protocol Automation-Core (PAC) construct X" |
One detail worth knowing before you build: most facilities are unlocked as templates rather than researched directly. The template is what lets the PAC construct the facility (the separate list of production blueprints is covered in the AIC blueprints and recipes guide). A handful of templates do a different job. Some unlock an extra mode or feature instead of a new building, like Pipeline Flow Adjuster, which adds the Adjust Flow option to Pipe Control Ports. Others raise a placement limit: Forges of the Sky are capped in Wuling until you work through Forge Expansion I to IV, which add one, two, four and four more placements respectively.
How the power grid works
Power in Endfield is a supply radius problem, not a cable-routing problem. Only a few facilities have to touch the grid directly; everything else gets power from a pylon, relay or nexus that is inside range. The Xiranite versions of the pylon and the relay behave differently depending on whether they sit inside the Core AIC Area, and that is the part most people get wrong.
| Facility | Rarity | How it supplies power |
|---|---|---|
| Protocol Automation-Core (PAC) | 5 | The main core facility. Supplies power to facilities and industrial processes. |
| Sub-PAC | 5 | A secondary core. It must have an electrical connection to the main PAC before it does anything. |
| Thermal Bank | 2 | Converts Originium Ore or batteries into electrical power, and has to be connected to the grid itself. This is the facility that raises grid output. |
| Electric Pylon | 1 | Once on the grid, powers all Endfield facilities within a sizable area of effect wirelessly. AIC Factory Plan research gives it a 30-meter transmission range. |
| Xiranite Pylon | 1 | Auto-connects to the PAC and to Xiranite Relays within 80 m, and to other Xiranite Pylons and power facilities within 30 m. Inside the Core AIC Area it connects to the PAC at any distance. |
| Relay Tower | 1 | Transmits power to other facilities within an 80-meter radius. Certain AIC Factory Plan technologies also let it supply power to facilities within a small area. |
| Xiranite Relay | 1 | Auto-connects to the PAC and any Xiranite power facility within 80 m, and at any distance inside the Core AIC Area. |
| Electric Nexus | 2 | Normally placed at the end of a transmission line; connected to the grid, it powers nearby facilities. |
The practical reading: keep a Xiranite Pylon or Relay inside the Core AIC Area and it finds the PAC on its own, no matter how far away you dropped it. Move the same facility outside that zone and you are back to measuring 80 meters. Two upgrades change the shape of a grid once you have them. Pylon Relaying unlocks power transmission for Electric Pylons, Relay Redistribution unlocks area power supply for Relay Towers, and with both in place a relay chain can both transmit and feed the facilities beside it. The Core AIC Area itself is not fixed either: Expansion I and Expansion II enlarge it, which pushes the free PAC connection further out.
If a production line refuses to start with everything else looking correct, the grid is the first thing to re-check. The Factory stage Thermal Bank is the game's own version of that lesson: grid output has to be raised before the AIC facilities come back online.
Facilities that run with no grid connection
Three extraction facilities work off the grid entirely, which matters when you are pushing a line into the wilderness far from the PAC. The trade is that each one wants a specific input instead of power.
| Facility | Rarity | Power | What it extracts |
|---|---|---|---|
| Portable Originium Rig | 1 | No grid: it powers itself using the Originium it mines | Originium Ore |
| Hydro Mining Rig | 3 | No grid: it runs on Clean Water | Various ores, Cuprium Ore included |
| Gas Extractor | 2 | None | Inergen and other gases from gas vents |
| Electric Mining Rig | 2 | Requires power | Originium Ore and Amethyst Ore |
| Electric Mining Rig Mk II | 3 | Requires the grid, with adequate power | Ferrium Ore and other minerals |
| Fluid Pump | 2 | Requires power | Fluids |
| Acid Resistant Pump Mk II | 3 | Requires power | Fluids, including corrosive liquids |
These are also the facilities the Factory stages lean on when they want you to work away from the core. Hydro Mining Rig states plainly that hydro rigs use water to mine and do not need a grid connection, and Gas Extractor says the extractor does not require power to work. The Acid Resistant Pump Mk II is the odd one out among the pumps: it exists because an ordinary pump cannot move corrosive liquids.
Where the raw materials actually are
Resource nodes are their own record type, and there are only fourteen of them in the database: four mining spots, three gas vents and seven fluid reservoirs. Each one names the rig that works it.
| Node type | Count | Nodes (with the display name our data uses) |
|---|---|---|
| Mining Spot | 4 | Originium Mining Spot (Originium Ore), Amethyst Mining Spot (Amethyst Ore), Ferrium Mining Spot (Ferrium Ore), Cuprium Mining Spot (Cuprium Ore) |
| Gas Vent | 3 | Inergen Vent (Inergen), Acridgen Vent (Acridgen), Xiragen Reservoir (Xiragen) |
| Fluid Storage | 7 | Clean Water Storage (Clean Water), Sewage Storage (Sewage), Precipitation Acid Storage (Precipitation Acid), Liquid Xiranite Storage (Liquid Xiranite), Liquid Heavy Xiranite Storage (Liquid Heavy Xiranite), Jincao Solution Storage (Jincao Solution), Yazhen Solution Storage (Yazhen Solution) |
The mining spots are a good reminder that our identifiers and the in-game names are not always the same string. The Amethyst Mining Spot carries the internal id item_minepoint_quartz_sand, Ferrium sits on item_minepoint_iron_ore, and Cuprium on item_minepoint_copper_ore. If you are matching our pages against a datamine export, that is why the names do not line up.
Gases, fluids and the transmuting units
Both transmuting units are gated behind an activation input rather than power, which is why one can sit idle on a fully powered grid. The fluid unit wants a steady supply of Liquid Xiranite. The solid unit wants Xiragen. Get the activator flowing and the unit converts in either direction.
| Facility | Rarity | Activation input | What it does |
|---|---|---|---|
| Fluid-Gas Transmuting Unit | 4 | Liquid Xiranite | Transmutes fluid materials into gas, and gas back into fluid |
| Solid-Gas Transmuting Unit | 4 | Xiragen | Transmutes solid materials into gas, and gas back into solid |
| Gas Reactor Globe | 4 | โ | Runs gas-phase reactions to yield certain products |
| Gas Dispersing Unit | 4 | โ | Disperses a steady input of gas into the surroundings and changes the local gaseous environment while active |
| Gas Tank | 2 | โ | Stores gases |
| Fluid Tank | 2 | โ | Stores fluids |
| Fluid Supply Unit | 3 | โ | Dispenses fluids into a line |
| Sprinkler | 3 | โ | Sprays fluid in a fixed direction; the facility behind plot auto-irrigation |
The Gas Dispersing Unit only alters the environment while it is active, which is what makes it useful for the one production chain that cares about the air around it. The stage Streamlined Xiranite Production requires a Forge of the Sky switched to Gas and Fluid Mode to be influenced by its gaseous environment, with a Stable environment needed to finish the line. A dispersing unit plus an upstream gas supply is how you get there.
Pipes, belts and underground conduits
There are ten logistics units, five for solid goods on belts and five for fluids and gases in pipes, and the two sets mirror each other exactly. Splitters and convergers are capped at three connections in both.
| Belt unit | Pipe unit | What it does |
|---|---|---|
| Transport Belt | Pipe | Carries solid goods on a belt, or fluids and gases in a pipe |
| Belt Bridge | Pipe Bridge | Bridge: lets two belts or two pipelines intersect without obstructing each other |
| Splitter | Pipe Splitter | Divides one belt or pipeline into up to 3 |
| Converger | Pipe Converger | Merges up to 3 belts or pipelines into 1 |
| Item Control Port | Pipe Control Port | Control Port: restricts which item type passes and how many, and adjusts maximum flow rate once Flow Rate Adjustment is unlocked |
Underground conduits solve the case where a surface pipeline cannot get where it needs to go. A Conduit Inlet pairs with a Conduit Outlet, and the two larger Manifold versions pair with each other; the game's own wording is that conduits transport fluids without being affected by ground surface obstruction. The stage Conduit spells out the intended use: bring Clean Water in to start producing Cuprium without cutting a surface path across the map. Once a pipe network gets dense, the control ports matter more than raw throughput, and Flow Rate Adjustment is the stage that introduces the upgrade.
One flow-management fact that is easy to miss: Fluid Pumps are limited in number, so the game expects you to use Pipe Splitters to feed Clean Water to several facilities from one pump rather than building a pump per plot. The stage Planting Unit and Pipe Splitters makes exactly that point.
Depot logistics and belt-free transfer
The Depot Bus is the part of a base that people build last and understand least. It is not a belt and it is not a storage container; it is a bus that loaders and unloaders attach to, and it begins at a port you can place anywhere in the Core AIC Area.
- Depot Bus Port is the origin of the bus and can be placed anywhere in the Core AIC Area. Sections have to chain back to it or to another active section.
- Depot Bus Section extends the bus. Once a section is active, Depot Loaders and Depot Unloaders can attach to it.
- Depot Loader moves goods from the AIC Factory into a local depot, and must sit right next to the Depot Bus.
- Depot Unloader moves goods the other way, from a local depot into the factory, and carries the same placement rule.
- Protocol Stash is the shortcut: with grid power it teleports its contents to the Depot, which is why it normally sits at the end of a production line instead of you carrying the output back by hand.
- Easy Stash is the small version, for quick access to items already in the Depot.
Two one-off unlock items sit on top of the bus: Depot Bus I sets a bus down at the Core AIC Area of the Valley IV PAC, and Depot Bus II extends it to maximum length. The stage Belt-free Transfer shows why any of this matters: complete the grid, then let the Protocol Stash move ore to the depot without a belt run.
Base combat facilities and their stats
All 18 combat facilities are Miscellaneous type items, and unlike most facility entries they carry their combat numbers in the description text. Sort the list by attack and the spread is wide: a Gun Tower starts at 609 and a Hyper Beam Tower ends at 45,375. Four of them have no attack value at all, because they are built for control rather than damage: the Medical Tower heals operators nearby, and the LN Tower, Omnidirectional Sonic Tower and Deluge Tower slow, stun and push enemies respectively.
| Facility | Rarity | ATK | Interval | Effect |
|---|---|---|---|---|
| Deluge Tower | 4 | โ | 5s | Fires a stream of deluge at approaching enemies. The stream pushes back small and medium enemies along the direction of the attack. |
| LN Tower | 2 | โ | 5s | Fires special liquid nitrogen (LN) crystals that shatter upon impact to slow the movement speed of enemies in the area of effect. |
| Medical Tower | 1 | โ | โ | Heals injured operators nearby, with a minimum 5s between treatments |
| Omnidirectional Sonic Tower | 3 | โ | 5s | Fires a shockwave that stuns common and advanced enemies within the area of effect. |
| Gun Tower | 1 | 609 | 2s | Continuously fires energy bolts that deal Physical DMG. |
| Grenade Tower | 2 | 981 | 3s | Launches grenades in a ballistic trajectory. The grenades detonate above ground near enemies and deal area of effect Heat DMG. |
| Heavy Gun Tower | 3 | 2136 | 2s | Continuously fires Mk II energy bolts with every 4th shot being an empowered bolt. The bolts deal Physical DMG. |
| Surge Tower | 4 | 4886 | 3s | Releases electrical arcs that attack enemies. The arc also chains to nearby enemies (up to 2) and deals Electric DMG. |
| Marsh Gas Mk I | 4 | 5485 | 5s | Launches special mist grenades that detonate above ground near enemies. The mist grenade explosion deals Nature DMG over time and applies slow to enemies within the area of effect. |
| HE Grenade Tower | 4 | 5585 | 3s | Attacks enemies by launching Mk โ ก grenades along a ballistic trajectory that detonate above ground near enemies. The grenade explosion deals area of effect Heat DMG and leaves a burning zone that deals DMG to enemies within it. |
| Torrent Gun Tower | 5 | 10310 | 2s | Continuously fires Mk โ ข energy bolts and an empowered energy bolt for every 6th attack at enemies within range. The bolts deal Physical DMG. |
| Sentry Tower | 4 | 11634 | 5s | Unleashes long-range attacks that target high-threat enemies first and deal massive Physical DMG. |
| Acid Soaker Mk I | 5 | 12375 | 5s | Launches special acid grenades that detonate above ground near enemies to deal Nature DMG and apply DEF Reduction to enemies in the area of effect. |
| AF1 Armor Fragger | 5 | 17252 | โ | Fires a flaming jet to attack approaching enemies. The flaming jet deals Heat DMG over time to enemies within range. |
| Electrocharger Model A-2 | 5 | 20625 | 5s | Releases electrical arcs that attack enemies. The arc chains to nearby enemies (up to 2) and deals Electric DMG. The arc also leaves an electric orb close to the enemy. The orb continuously deals Electric DMG to nearby enemies. |
| Beam Tower | 4 | 22338 | 8s | Consumes vast amounts of energy to emit a beam that deals massive Electric DMG to enemies. |
| Sledgehammer Mortar | 5 | 33000 | 8s | Consumes vast amounts of energy to fire an extremely powerful shell. The shell deals massive Physical DMG to enemies in the area of effect. |
| Hyper Beam Tower | 5 | 45375 | 8s | Consumes vast amounts of energy to emit a powerful beam to deal massive Electric DMG to enemies. This tower prioritizes its attacks at high threat targets within range. |
Two things in that table are worth planning around. Sentry Tower and Hyper Beam Tower both prioritise high-threat targets on their own, so they are worth placing where the biggest enemy in a wave will walk. Surge Tower and Electrocharger Model A-2 only chain to two extra targets, which caps their value against wide waves compared with the grenade and mortar line.
A Factory stage teaches every one of these facilities
The 49 stages in the Factory category are not combat content. Each is a short construction task whose description states the rule for the facility it introduces, which makes them the closest thing to official documentation the game has. The table below covers the power, extraction, fluid, logistics and transmutation stages; the full list, including the processing lines, is on the stages page filtered to Factory.
| Factory stage | What its description establishes |
|---|---|
| Material Production | The Relay Tower is down. Use the right facilities to produce materials for repairing it. |
| Thermal Bank | Use Thermal Banks to raise the power grid output and restore operations to the AIC facilities. |
| Electric Mining Rig | Mine Amethyst Ore with Electric Mining Rigs, then process the Amethyst Ore into Amethyst Fiber. |
| Electric Mining Rig Mk II | Use Electric Mining Rigs Mk II to mine every mining spot of the area. |
| Hydro Mining Rig | Hydro Mining Rigs use water to mine, and do not need to be connected to the power grid to work. Mine some Cuprium Ore with Hydro Mining Rigs. |
| Gas Extractor | The Gas Extractor does not require power to work. It can extract Inergen and other gases from gas vents. |
| Pipes and Fluids | Use pipes, Fluid Pumps, and Fluid Supply Units to transport various fluids. |
| Pipe Logistics | Use pipe logistics units to create a working pipeline and complete the complex production network. |
| Conduit | Conduits are underground pipes that can transport fluids without being affected by ground surface obstruction. Use conduits to bring Clean Water to the facility and start producing Cuprium. |
| Flow Rate Adjustment | Pipe Control Ports can now adjust the type and flow rate of materials flowing through pipelines. |
| Item Control Port | Item Control Ports only allow the passage of a selected item, and can also control the quantity that is allowed to pass through. |
| Splitter | The number of production lines is limited by the number of output ports. The AIC Factory now has the Splitter to split a single output belt into 3. |
| Converger | The AIC Factory can now utilize the Converger that converges product flows of multiple transport belts into a single belt. |
| Belt Bridge | The AIC Factory can now utilize the Belt Bridge that lets a transport belt span another. |
| Depot Bus | The AIC Factory can now utilize the Depot Bus, a flexible and effective logistics facility. |
| Depot Bus Integration | Use the Depot Bus and transport belts to set up a complex production line. |
| Logistics Connections | A batch of materials must be delivered to AIC facilities for processing and the products must be sent back to the Depot. Connect the current facility layout with transport belts to create a logistics line. |
| Belt Integration | Use the Depot Bus, transport belts, and other logistic facilities to set up a complex production line. |
| Belt-free Transfer | You must move a batch of Originium Ore to the Depot. Complete the power grid and use the belt-free transfer of the Protocol Stash to transport the ore back to the depot. |
| Fluid-Gas Transmuting Unit | The Fluid-Gas Transmuting Unit is activated by a continuous input of Liquid Xiranite. An active transmuting unit can transmute fluid materials into gas, and vice versa. |
| Solid-Gas Transmuting Unit | The Solid-Gas Transmuting Unit is activated by a continuous input of Xiragen. An active transmuting unit can transmute solids into gases and vice versa. |
| Gas Reactor Globe | The Gas Reactor Globe can be used to perform gas-phase reactions to yield certain products. |
| Gas Dispersing Unit | The Gas Dispersing Unit can continuously disperse gas into the vicinity and create a gaseous environment based on the gas dispersed. |
| Water Treatment Unit | In Fluid Mode, many facilities may create Sewage during production processes. A Water Treatment Unit will be needed to treat the Sewage. |
| Purification Unit | The Purification Unit can purify solutions. Use the Purification Unit to complete the production line to purify Cuprium Solution into Hetonite Solution. |
| Sprinkler | Use pipes, Fluid Pumps, and Sprinklers to auto-irrigate the plots. |
| Planting Unit and Pipe Splitters | Planting Unit can use Fluid Mode to grow Wuling plants. You have limited Fluid Pumps. Use Pipe Splitters to supply Clean Water to multiple facilities. |
| Forge of the Sky | Forges of the Sky are Wuling-exclusive facilities that produce Xiranite. Use them to create a Xiranite production line. |
What our data does not include
Facility descriptions are the strongest part of our database and they still leave gaps, so here is what this page cannot tell you. We have no build costs, no power draw figure for any individual facility, and no grid capacity numbers; the descriptions only say whether something requires power or needs adequate power. There is no facility level or upgrade table either, so the ranges above are the base values as written rather than upgraded ones. And while the Factory stages explain each facility, their records carry no enemy lineups or drop tables, so if you are after combat rewards the material data lives in the enemy drops guide instead.
Everything else on this page is a direct read of our item database, which you can browse by type from the item index. Gear and the sets built from it are handled separately in the gear sets guide.