-- Minetest: builtin/static_spawn.lua local function warn_invalid_static_spawnpoint() if core.settings:get("static_spawnpoint") and not core.setting_get_pos("static_spawnpoint") then core.log("error", "The static_spawnpoint setting is invalid: \"".. core.settings:get("static_spawnpoint").."\"") end end warn_invalid_static_spawnpoint() local function put_player_in_spawn(player_obj) local static_spawnpoint = core.setting_get_pos("static_spawnpoint") if not static_spawnpoint then return false end core.log("action", "Moving " .. player_obj:get_player_name() .. " to static spawnpoint at " .. core.pos_to_string(static_spawnpoint)) player_obj:setpos(static_spawnpoint) return true end core.register_on_newplayer(put_player_in_spawn) core.register_on_respawnplayer(put_player_in_spawn)