* a mechanism to constantly evaluate whenever a active chunk is worth promoting to a "hibernated" chunk, with its overhead and;
* a very steady state factory chunk. But endgame steady state factories already overperform your average factory by a lot in the first place.
It is the chaotic state non-endgame factories that currently need optimizations the most. And it is speficially them that don't reach steady state; one small moment of instability in the inputs and you need to start evaluating the state of your entire factory again.
I think that clustorio or the next expansion approach, where you have several "surface" maps that each have well defined limited I/O interfaces "chest or spaceships", in a way that you could split off the massive state of the game into a cluster of smaller servers is the way to go.
* a mechanism to constantly evaluate whenever a active chunk is worth promoting to a "hibernated" chunk, with its overhead and;
* a very steady state factory chunk. But endgame steady state factories already overperform your average factory by a lot in the first place.
It is the chaotic state non-endgame factories that currently need optimizations the most. And it is speficially them that don't reach steady state; one small moment of instability in the inputs and you need to start evaluating the state of your entire factory again.
I think that clustorio or the next expansion approach, where you have several "surface" maps that each have well defined limited I/O interfaces "chest or spaceships", in a way that you could split off the massive state of the game into a cluster of smaller servers is the way to go.