On the other hand, calculating the position of blocks is definately
faster than transporting the blockpositions
over the net.

So the time to load the level might be smaller.

And these weired errors (mountains cut on a straigt line)
on servers would be gone.


He then just needs to keep the old generation-algorythm
in the code, in case he changes them, so servers/clients can
recreate the fromer look of the terrain after an update.