local function spawnplayer(player) if( minetest.setting_get("static_spawnpoint")) then return; end -- make sure the village types are initialized if( not( mg_villages.village_types )) then mg_villages.init_weights(); end local noise1 = minetest.get_perlin(12345, 6, 0.5, 256) local min_dist = math.huge local min_pos = {x = 0, y = 3, z = 0} for bx = -20, 20 do for bz = -20, 20 do local minp = {x = -32 + 80 * bx, y = -32, z = -32 + 80 * bz} for _, village in ipairs(mg_villages.villages_at_point(minp, noise1)) do if math.abs(village.vx) + math.abs(village.vz) < min_dist then min_pos = {x = village.vx, y = village.vh + 2, z = village.vz} -- some villages are later adjusted in height; adapt these changes local village_id = tostring( village.vx )..':'..tostring( village.vz ); if( mg_villages.all_villages[ village_id ] and mg_villages.all_villages[ village_id ].optimal_height ) then min_pos.y = mg_villages.all_villages[ village_id ].vh + 2; -- the first villages will have a height of 1 in order to make sure that the player does not end up embedded in stone else min_pos.y = 1+2; end min_dist = math.abs(village.vx) + math.abs(village.vz) end end end end player:setpos(min_pos) end minetest.register_on_newplayer(function(player) spawnplayer(player) end) minetest.register_on_respawnplayer(function(player) spawnplayer(player) return true end)