In Minecraft, circuits in unloaded chunks simply do not work. Especially with pistons and other ways of interacting with the environment, it could get expensive quickly to keep far-away circuits running in an infinite world.

I see three main possible choices for your game:


Keep all chunks loaded. This is just a big nope.
Keep nearby chunks loaded. For chunks too far away, save the state of the chunk. When coming close to the chunk, load the state again.

This means that the circuit will continue where it left off. Complex circuits won't break this way.
On the downside, the circuit won't run when the player is too far, though this is generally acceptable.

Store active components separately. For chunks too far away, unload the terrain data but keep circuitry active.

This will cause things such as sensors, timers, etc... working all the time.
Bigger resource hit. An infinite world means possibly infinite circuits constantly running.
This would only work if circuits cannot interact with the terrain, or if they can only interact with the terrain within proximity of the player.



Of course there may be other ways to work around this, but those are likely going to be some form of hybrid between these ideas.

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Assuming every other conditions are the same, what would be the comparison of energy required to break single bond, double bond and triple bond of a carbon atom in an organic molecule?
