U4GM What to Build First in Valley IV Endfield Blueprints

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Hartmann846
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Joined: Mon Jan 26, 2026 6:35 am

U4GM What to Build First in Valley IV Endfield Blueprints

Post by Hartmann846 »

You load into a fresh plot and it's quiet in that slightly scary way—no belts, no rhythm, just a lot of empty ground waiting for you to mess it up. I've done it. Most of the time it's not the crafting that breaks you, it's the "how do I move all this stuff without choking the line" part. Blueprints are the shortcut that actually feels fair: someone already proved the layout works, and you can drop it in and learn from it. If you're starting over, swapping regions, or even shopping for Arknights endfield accounts to jump into a different stage of progress, having a few reliable blueprint codes on hand makes the early game way less of a grind.



Where The Import Option Hides
The game doesn't exactly put the sharing tools front and centre. You've got to be in AIC mode first, then look down at the bottom-right for the Blueprints menu. Inside that screen there's a Shared Blueprints tab, and that's where Import Blueprint lives. Paste the code, claim it, and it'll show up in your list like any other saved layout. From there you can place it straight into your Core AIC area and rotate it around until it fits the space you've got.



The Region Lock That Wastes Your Time
This is the bit that catches people out, and it's honestly annoying. Blueprint codes are region locked, so a perfect setup from an Asia server player won't help if you're on America. Some regions do overlap, like America and Europe often being compatible, but you can't count on it. Before you get excited about a "best-in-slot" factory string, check where the creator plays. If you don't, you'll end up staring at an import error and wondering if you copied it wrong.



Blueprints Aren't Magic, They're A Checklist
Even when the code works, you still need the right unlocks. If the layout uses a facility tier or a recipe you haven't researched yet, the game will let you place the ghost buildings, but they won't run. That's not a bug, it's just your tech tree lagging behind the design. The smart move is to treat big community builds like a roadmap: place them, see what's missing, then backfill the research and parts as you go instead of forcing the whole thing to work on day one.



Build Power First, Then Scale Up
Power is the first real wall. That starter output disappears fast once you've got miners, sorters, and a couple of production chains running at once. In Valley IV, a compact LC battery blueprint is a great early stabiliser because it gives you headroom without eating your entire footprint. Later, once you've pushed into mid-game and hit Tier 3 in the AIC Basic tree, swapping to an SC battery layout makes a huge difference, even if it's wider and needs clearing. If you want to speed up the catch-up—whether that's topping up resources, grabbing items, or finding a quick way to smooth out progression—some players also use marketplaces like U4gm alongside blueprint planning so the factory stays moving instead of stalling out for one missing piece.
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