Right now, if you use the /spawnpoint command, it will overwrite your previous spawnpoint. However, it does this even if the point is invalid.
What this means is that if you use the spawnpoint command, then use it again but the second time is considered invalid (eg if you're in water), you'll be sent right back to the world spawn.
I propose the spawnpoint command checks if the area is valid first before overwriting the previous spawnpoint.
That or a force mode that forces the spawnpoint to load regardless of if it's considered invalid.
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