Best way to save and load a thousand of object

You are interested in save all

BUT you see that is only efficient saving/loading
That is NOT best saving/loading for procedural gen stuff

And that is something i am looking for for years and no one can give me clear answer

In minecraft for example you have chunks and if i could split saving/loading by chunks that are close to player or camera
I would not need to load whole map
I could save whole map but i would only need to load as much chunks as i need for player to not notice whole map is not loaded
Like imagine you have building with 10 floors
When you enter it you are on floor 0 and you go up and you get to floor 1

So when you enter building only floor 0 and 1 needs to be loaded
Where if you go to floor 1 only floor 0 1 and 2 need to exist

And if you would go to floor 5 then only floors 4 5 and 6 need to exist like be loaded
I could dynamically delete un needed floors and load needed ones
And now building could have 9999999999999999999999999 floors and game performance would not suffer cause at a time only 3 floors would exist or 2

That is something i have no idea how to do and that is what now you are also looking for

EDIT PART
Maybe i was not clear

Saving/load a lot of stuff 100% doable
Problem is you are reading whole array/structure of entries and it will lag as world gets bigger

Think of it like you have one piece of paper with 100000000 items in it like list
And try to find some specific item even if they are indexed like 1 2 3 …1000000 it would take time the bigger list gets

BUT if you would have book with tabs which dynamically add pages and tabs you could look for tab 100-500 or tab 90000-200000 and load only that WITHOUT zooming trough whole list

That is what i can’t figure out how to dynamically create arrays or sturcutres
So when new chunk is generated new array/structure is also geenrated
And i can reference them by map coordinates i did not pre determined