I wonder if the same thing would be possible for Rimworld, using some level of abstraction over pawns (as input/output connections) and minimum room configurations.
How would the clock work for that? wouldn't want part of the "die" to fall out of sync because someone stopped to grab a meal or fight an crazed boomrat.
That just sounds like somewhere you'd want clockless design. The brute force way to do it is to replace the clock with a "ready" signal from each subcomponent, so the next in the chain only does its thing when it knows all the inbound signals are good.