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I will just focus on just one topic in this answer: If you want to unload distant circuits to save CPU time and/or memory, what will happen to complex circuits that spred across multiple chunks? Igore this problem. Easy to implement, but unsatisfactional behaviour. Let player be aware of this problem, and give him a tool to display chunk bounds. I think ...


Just an idea on a way to handle this without it bogging the game down too much. What you could do instead is enforce a game mechanic that only runs that "redstone block" when it is connected to some sort of rare or hard to craft "Power" block, suggesting that the presence of the player powers the "redstone" and is required to run it. I believe that how it ...

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