A very good feature is client-side biomes, so we can send them to the player without touching the save data (so without risks of corruption) based on events.
An example of why this can be useful is that when the bomb explodes, and the sky becomes fiery, it can happen that for any reason the server shutdown and doesn't complete the last task of replacing all the biomes with an effective irradiated biome.
This can also be solved by "transactionize" the biome replacing feature, but for the first case, the effect will be better since the biome sending is instantaneous.
A very good feature is client-side biomes, so we can send them to the player without touching the save data (so without risks of corruption) based on events.
An example of why this can be useful is that when the bomb explodes, and the sky becomes fiery, it can happen that for any reason the server shutdown and doesn't complete the last task of replacing all the biomes with an effective irradiated biome.
This can also be solved by "transactionize" the biome replacing feature, but for the first case, the effect will be better since the biome sending is instantaneous.