Infinity

When a building makes at least 1 Trillion (1e12) of its output in a single bar fill, that material will become infinite. Note that this means a single **building**, not all buildings of a single type.

The building only needs to produce 1 Trillion output once to become permanently infinite; it does not need to be able to produce that amount on an ongoing basis. Thus, the production bonuses from Production Chips can contribute to turning a material infinite, even after the Chip expires. It is possible (although unusual) that a material may be turned infinite while its prerequisites are not infinite, provided there are enough of them to make the initial 1 Trillion output. The infinite material then effectively ceases to require prerequisites.

Beacons can contribute to turning a material infinite, and so a good strategy is to surround a single building with every available beacon in order to cause it to reach the infinite threshold once, after which the building and beacons can be removed. The best beacon configuration for this is shown on the right, together with the base amounts of production required for it to drive production to 1 trillion. If you have not unlocked Wall beacons, they can be substituted for Arrow beacons but the layout will be less effective.

Note that going infinite is based on the production in a single **bar fill**, not per second. This means that Speed Chips will have no effect, and that the listed production per second in the Buildings tab is **not** the base to use (instead, use the Production Multiplier that appears when moused over).

When a material is driven infinite, anything that needs it will automatically be satisfied, even if you haven't placed any buildings that produce the infinite material. Infinite materials will get a special Infinity Medal in the Completion Log. The production numbers disappear and is replaced with a yellow infinity symbol. When hovering over the infinite material, the base production rate is now replaced by the text, "THIS MATERIAL HAS GONE INFINITE".

## Effects on other features

Infinite materials also have special behavior in other menus.

### Muslukk Pit

If an infinite material is thrown into the pit, that material will award the remaining pit points for that material (total pit points per material is 69), and no further pit points may be gained from that material. The material remains infinite. The tooltip of the material will read "SINGULARITY SUBMITTED TO PIT! Unlocked 69 Pit Points!".

### Work Orders

A work order will never ask for a material that is infinite. If you have a work order that needs a material when you make it infinite, that material will automatically be completed in the work order. Because the sizes of work orders are based on the production capacity of your base, it is not necessary to hold back from making a material infinite in the hope of getting "easy" work orders from it.

### Conquer

If an army unit is infinite, it should be treated as if you had 1 Quintillion (1e18) of it. Currently there is a bug where instead it is treated as if you had the amount you had before you made the unit infinite. Infinite materials will not be dropped from ISOPOD enemies.

### Farming

Crate plants will not yield materials that are infinite.

### Upgrade Menus

If all materials on a tier are infinite, those upgrades will be filtered out from Work Order, Research, and Farming upgrade menus. You will not be able to view any uncompleted upgrades in those tiers as the filter menu will no longer have those tiers to select.

However, beware that this applies only if **all** materials on a tier are infinite; the Upgrade Menu will still offer upgrades on tiers where only the research item (Think Juice, etc.) is not infinite, even though most upgrades do not affect research items. Be careful in this situation to avoid wasting upgrades.